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	<id>https://wiki.atkennedy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oracle</id>
	<title>TheRaspyDragon - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.atkennedy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oracle"/>
	<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/Special:Contributions/Oracle"/>
	<updated>2026-08-02T06:45:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Festrog&amp;diff=2906</id>
		<title>NPCs/Morlock Festrog</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Festrog&amp;diff=2906"/>
		<updated>2026-07-31T09:00:20Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock Festrog =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock Festrog&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/undead/festrog.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, morlock, undead&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities.&lt;br /&gt;
&lt;br /&gt;
Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.&lt;br /&gt;
&lt;br /&gt;
A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-31 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock&amp;diff=2905</id>
		<title>NPCs/Morlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock&amp;diff=2905"/>
		<updated>2026-07-31T09:00:19Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Oracle moved page NPCs/Morlock to NPCs/Morlock Festrog: Auto-sync: renamed in Foundry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[NPCs/Morlock Festrog]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Festrog&amp;diff=2904</id>
		<title>NPCs/Morlock Festrog</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Festrog&amp;diff=2904"/>
		<updated>2026-07-31T09:00:19Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Oracle moved page NPCs/Morlock to NPCs/Morlock Festrog: Auto-sync: renamed in Foundry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/darklands/morlock.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, humanoid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities.&lt;br /&gt;
&lt;br /&gt;
Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.&lt;br /&gt;
&lt;br /&gt;
A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Festrog_Cultist&amp;diff=2903</id>
		<title>NPCs/Festrog Cultist</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Festrog_Cultist&amp;diff=2903"/>
		<updated>2026-07-31T09:00:13Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Festrog Cultist =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Festrog Cultist&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/undead/festrog.webp&lt;br /&gt;
| level      = 4&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, morlock, undead&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.&lt;br /&gt;
&lt;br /&gt;
Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-31 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Cultist&amp;diff=2902</id>
		<title>NPCs/Morlock Cultist</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Cultist&amp;diff=2902"/>
		<updated>2026-07-31T09:00:13Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Oracle moved page NPCs/Morlock Cultist to NPCs/Festrog Cultist: Auto-sync: renamed in Foundry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[NPCs/Festrog Cultist]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Festrog_Cultist&amp;diff=2901</id>
		<title>NPCs/Festrog Cultist</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Festrog_Cultist&amp;diff=2901"/>
		<updated>2026-07-31T09:00:13Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Oracle moved page NPCs/Morlock Cultist to NPCs/Festrog Cultist: Auto-sync: renamed in Foundry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock Cultist =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock Cultist&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/darklands/morlock.webp&lt;br /&gt;
| level      = 4&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, humanoid, morlock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.&lt;br /&gt;
&lt;br /&gt;
Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Festrog&amp;diff=2900</id>
		<title>NPCs/Festrog</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Festrog&amp;diff=2900"/>
		<updated>2026-07-31T09:00:09Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Festrog =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Festrog&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/undead/festrog.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = undead&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Spawned from corpses of those who died of illness or starvation and were twisted by void energy, festrogs display a viciousness that rivals other undead. They resemble decaying humanoids, but with elongated arms, teeth, and bone-like spikes protruding from their upper backs. Festrogs&#039; tendency to run on all fours has led to them gaining the moniker dog-ghouls, causing the unwary to mistake them for mindless predators.&lt;br /&gt;
&lt;br /&gt;
Festrogs are in fact intelligent, stalking victims in packs and choosing hunting grounds that suit their abilities. They can often be found roaming farmlands, open forests, or wide plains, anywhere they can use their quadrupedal speed to overtake quarry. Belying their mindless appearance, festrogs use tactics similar to those of hunters with hounds: the leader of the pack often flushes prey from cover so that the victim can be brought down by the pack.&lt;br /&gt;
&lt;br /&gt;
Researchers of the necromantic processes that create risen corpses have found that festrogs spawn more often from slow demises than sudden deaths. Festrogs typically animate from corpses afflicted with disease, while victims of violence are more likely to become more common undead, such as zombies. One well-documented way to create a festrog is to have scavengers feed on the dead flesh before animating it. This potentially explains why festrogs most often arise in remote areas stricken with famine and desperate predators.&lt;br /&gt;
&lt;br /&gt;
Though most festrogs arise from humans and other prevalent humanoids, other creatures that die in the same circumstances can rise as festrogs. Festrogs that were once larger humanoids, such as ogres, hill giants, or trolls behave similarly to other humanoid festrogs and are simply larger and more powerful. More peculiar are the beastkin festrogs formed of quadrupedal animals, which typically have feet or hooves instead of hands, travel on all fours at all times, and have only animal intelligence. In fact, some humanoid festrogs capture and starve beastkin in hopes of the creatures rising as grotesque festrog pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-31 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Festrog&amp;diff=2899</id>
		<title>NPCs/Morlock Festrog</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Festrog&amp;diff=2899"/>
		<updated>2026-07-30T09:00:12Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/darklands/morlock.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, humanoid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities.&lt;br /&gt;
&lt;br /&gt;
Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.&lt;br /&gt;
&lt;br /&gt;
A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Damaged_Automaton&amp;diff=2898</id>
		<title>NPCs/Damaged Automaton</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Damaged_Automaton&amp;diff=2898"/>
		<updated>2026-07-30T09:00:11Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Damaged Automaton =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Damaged Automaton&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;
| traits     = automaton, construct&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Engineer&amp;diff=2897</id>
		<title>NPCs/Morlock Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Engineer&amp;diff=2897"/>
		<updated>2026-07-30T09:00:10Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock Engineer =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock Engineer&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level      = 3&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, humanoid, morlock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.&lt;br /&gt;
&lt;br /&gt;
Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Thrall&amp;diff=2896</id>
		<title>NPCs/Morlock Thrall</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Thrall&amp;diff=2896"/>
		<updated>2026-07-30T09:00:08Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock Thrall =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock Thrall&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level      = 4&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = humanoid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Male variant morlock nosferatu thrall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Nosferatu thralls are mortals bound to a nosferatu&#039;s will. While thralls aren&#039;t undead, they stay alive through unnatural means: feeding on the blood of their masters.&lt;br /&gt;
&lt;br /&gt;
Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Festrog_Cultist&amp;diff=2895</id>
		<title>NPCs/Festrog Cultist</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Festrog_Cultist&amp;diff=2895"/>
		<updated>2026-07-30T09:00:08Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock Cultist =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock Cultist&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/darklands/morlock.webp&lt;br /&gt;
| level      = 4&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = chaotic, evil, humanoid, morlock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.&lt;br /&gt;
&lt;br /&gt;
Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Empathnid&amp;diff=2894</id>
		<title>NPCs/Empathnid</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Empathnid&amp;diff=2894"/>
		<updated>2026-07-30T09:00:07Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Empathnid =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Empathnid&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       = Tiny&lt;br /&gt;
| traits     = animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Empathnids take a liking to those who show them genuine empathy. While they usually avoid combat, empathnids jump into action if their friends are threatened.&lt;br /&gt;
&lt;br /&gt;
Empathnids have tremendous empathy for other creatures. The fact that the 8-inch spidery creatures come in a variety of colors and have a lifesaving venom likely explains why they&#039;re frequently used as companions or pets across the Pact Worlds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Scavenger&amp;diff=2893</id>
		<title>NPCs/Morlock Scavenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Morlock_Scavenger&amp;diff=2893"/>
		<updated>2026-07-30T09:00:06Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morlock Scavenger =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Morlock Scavenger&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       = Small&lt;br /&gt;
| traits     = chaotic, evil, humanoid, morlock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The morlock scavenger is a lankier, smaller version of a typical morlock. Their stature allows them to wriggle into areas other morlocks can&#039;t access.&lt;br /&gt;
&lt;br /&gt;
Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Grig&amp;diff=2892</id>
		<title>NPCs/Grig</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Grig&amp;diff=2892"/>
		<updated>2026-07-30T09:00:06Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Grig =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Grig&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/fey/fairy/grig.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = chaotic, fey, sprite&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach.&lt;br /&gt;
&lt;br /&gt;
Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms &amp;quot;fey&amp;quot; or &amp;quot;fairy.&amp;quot; While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-30 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Party_Overview&amp;diff=2891</id>
		<title>Party Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Party_Overview&amp;diff=2891"/>
		<updated>2026-07-27T09:00:32Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e party overview exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Party Overview =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Portrait !! Character !! Class !! Level !! HP !! AC !! Fort !! Ref !! Will !! Perception !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/goblinoid/hobgoblin-general.webp?1782358913497&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Aargic&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Aargic|Aargic]] || Commander || 1 || 3/18 || 17 || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || draconic, elven, dwarven&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/assets/Images/Tokens/Minotaur/Ondu-Champion-Battle-for-Zendikar-MtG-Art.png?1782710768842&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Asteras&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Asteras|Asteras]] || Soldier || 2 || 38/38 || 19 || +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +8 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-human-burglar.webp?1782359451616&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Atlas&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Atlas|Atlas]] || Magus || 1 || 17/17 || 17 || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || draconic, dwarven, jotun, elven&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/erdan-sianovel.webp?1782622184448&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Bernard Inksworth&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Kineticist || 1 || 21/21 || 17 || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tanuki-sakemaker.webp?1782359607086&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Cap&amp;amp;#x27;n Robin Stryker&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Swashbuckler || 2 || 29/34 || 18 || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-ezren-the-wizard.webp&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Ezren (Level 1)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Ezren (Level 1)|Ezren (Level 1)]] || Wizard || 1 || 16/16 || 15 || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || draconic, dwarven, halfling, sakvroth, varisian&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-goblin-monk.webp?1782710871897&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Gemynd&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Gemynd|Gemynd]] || Psychic || 2 || 22/22 || 17 || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || ysoki&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tomb-guardian.webp?1782710941864&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Greykor Vonana&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Greykor Vonana|Greykor Vonana]] || Guardian || 3 || 22/55 || 20 || +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || orcish&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/chasm-android.webp?1782534865448&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Gruff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Gruff|Gruff]] || Investigator || 1 || 17/17 || 15 || +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || daemonic, draconic, elven, tanuki&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/rabbit-doll-poppet.webp?1783580106449&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Rhythm&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Rhythm|Rhythm]] || Mystic || 2 || 22/22 || 16 || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +8 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || necril&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/assets/Images/Portraits/Redhead%20halfling.png?1783038056597&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Schmidt Tricker&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Schmidt Tricker|Schmidt Tricker]] || Rogue || 1 || 15/15 || 18 || +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +8 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || dwarven, fey&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/assets/Images/Portraits/d5cv1kw-440671ae-f5a3-4667-99cb-9204cfcb1294.jpg?1783043357147&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Skret Vestec&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Skret Vestec|Skret Vestec]] || Animist || 1 || 22/22 || 17 || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || draconic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Stacey&amp;amp;#x27;s Character&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Stacey&#039;s Character|Stacey&#039;s Character]] || — || 1 || 0/0 || 13 || +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/draconic/drakes/wyvern.webp&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Thorn&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Thorn|Thorn]] || Animal Companion || 1 || 6/14 || 13 || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/draconic/drakes/wyvern.webp&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Wyvern Companion&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Wyvern Companion|Wyvern Companion]] || Animal Companion || 1 || 6/14 || 13 || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-27 04:00&#039;&#039;&lt;br /&gt;
[[Category:Party Overview]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Drillworm&amp;diff=2890</id>
		<title>NPCs/Drillworm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Drillworm&amp;diff=2890"/>
		<updated>2026-07-27T09:00:26Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Drillworm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Drillworm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/assets/Images/Tokens/Beast/00-03-DRILLWORM.webp?1782703591372&lt;br /&gt;
| level      = -1&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-27 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Maggot&amp;diff=2889</id>
		<title>NPCs/Giant Maggot</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Maggot&amp;diff=2889"/>
		<updated>2026-07-27T09:00:24Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Giant Maggot =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Giant Maggot&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/assets/Images/Tokens/giant-maggot-by-axel-steinhanses-v0-vrg6egt6zp661.webp?1785034462916&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of humans, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born.&lt;br /&gt;
&lt;br /&gt;
Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the rotting meat they stockpile to lay their eggs in. Their maggot dens are also prime breeding grounds for virulent diseases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-27 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Amoeba_Swarm&amp;diff=2888</id>
		<title>NPCs/Amoeba Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Amoeba_Swarm&amp;diff=2888"/>
		<updated>2026-07-27T09:00:20Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Amoeba Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Amoeba Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/assets/Images/Portraits/Amoeba.webp?1785027494109&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = amphibious, mindless, ooze, swarm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no tactics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-27 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Mephit_Swarm_(5-6)&amp;diff=2887</id>
		<title>NPCs/Mephit Swarm (5-6)</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Mephit_Swarm_(5-6)&amp;diff=2887"/>
		<updated>2026-07-27T09:00:15Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mephit Swarm (5-6) =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Mephit Swarm (5-6)&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/fire/mephit-fire.webp?1785029441326&lt;br /&gt;
| level      = 3&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = air, earth, elemental, fire, swarm, water&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-27 04:00&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Bernard_Inksworth&amp;diff=2886</id>
		<title>Characters/Bernard Inksworth</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Bernard_Inksworth&amp;diff=2886"/>
		<updated>2026-07-26T18:54:20Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Bernard Inksworth =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Bernard Inksworth&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/erdan-sianovel.webp?1782622184448&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 21/21&lt;br /&gt;
| ac          = 17&lt;br /&gt;
| perception  = +3&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +9&lt;br /&gt;
| reflex      = +6&lt;br /&gt;
| will        = +3&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +2 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +4 | &#039;&#039;&#039;INT&#039;&#039;&#039; +2 | &#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;
| age          = 28&lt;br /&gt;
| gender       = He/HIm&lt;br /&gt;
| hero_points  = 0&lt;br /&gt;
| wealth      = 22 GP, 4 SP&lt;br /&gt;
| last_kill   = Flash Beetle (2026-07-11)&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/human.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; 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/environment/people/group.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Versatile Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Versatile Human&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Bibliophile&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Kineticist&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 560&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 28&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 5&#039;9&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 162&lt;br /&gt;
* &#039;&#039;&#039;Ethnicity:&#039;&#039;&#039; White&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
A human man, roughly 30 with small, round glasses and looking like he has a perpetual stick up his patootie. He wears a black outfit and cloak that hides a constantly equipped metal carapace underneath.&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;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; 21/21&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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; +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +1 || +4 || +2 || +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 || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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;
| Library Lore || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +2 || {{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 || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 22 GP, 4 SP || 32.1 gp || 3.3 / 7 enc / 12 max || 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;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/environment/people/group.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Versatile Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Versatile Human&#039;&#039;&#039;&lt;br /&gt;
: Humanity&#039;s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Bibliophile&#039;&#039;&#039;&lt;br /&gt;
: You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he&#039;s always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too.&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;
: You&#039;re trained in the Arcana skill and the Library Lore skill. You gain the Arcane Sense 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane Sense&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Sense&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank Detect Magic at will as an arcane innate spell. If you&#039;re a master in Arcana, the spell is heightened to 3rd rank; if you&#039;re legendary, it is heightened to 4th rank.&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; alt=&amp;quot;Fleet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Fleet&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You move more quickly on foot. Your Speed increases by 5 feet.&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; alt=&amp;quot;General Training&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;General Training&#039;&#039;&#039; &amp;lt;small&amp;gt;(human)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat&#039;s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; You can select this feat multiple times, choosing a different feat each time.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/awaken-portal.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Impulses&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Impulses&#039;&#039;&#039; &amp;lt;small&amp;gt;(kineticist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait. You automatically gain the Elemental Blast and Base Kinesis impulses, and your kinetic gate selection gives you additional impulse feats. You can select more impulse feats with kineticist class feats, and at higher levels, you&#039;ll automatically get more with the gate&#039;s threshold class feature. You can select an impulse feat only if it matches one of your kinetic elements.&lt;br /&gt;
: Impulses are magical, and though they aren&#039;t spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature&#039;s bonus to saves against spells) also apply to impulses.&lt;br /&gt;
: ==== &#039;&#039;&#039;Impulse Levels&#039;&#039;&#039; ====&lt;br /&gt;
: Any impulse you use is the same level you are. For instance, if you&#039;re 5th level, your Elemental Blast would be 5th level (and its counteract rank would be 3rd rank), even though you gained the action at 1st level.&lt;br /&gt;
: Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more &amp;quot;Level&amp;quot; entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a &amp;quot;Level (+4)&amp;quot; entry would get stronger at 5th, 9th, 13th, and 17th levels.&lt;br /&gt;
: ==== &#039;&#039;&#039;Impulse Attacks and DCs&#039;&#039;&#039; ====&lt;br /&gt;
: An impulse that requires a saving throw uses your kineticist class DC. Some of your impulses require you to attempt an &#039;&#039;&#039;impulse attack roll&#039;&#039;&#039; to see how effective they are. Your impulse attack roll uses the same proficiency and attribute modifier as your kineticist class DC. Like a spell attack modifier, your impulse attack modifier uses the following formula: d20 roll + attribute modifier + proficiency bonus + other bonuses + penalties. This means your impulse attack roll is typically 10 lower than your class DC. The Drained condition can reduce your impulse attack rolls and class DCs. You can acquire a &#039;&#039;gate attenuator&#039;&#039; to gain a bonus to your impulse attack modifier.&lt;br /&gt;
: ==== &#039;&#039;&#039;Elemental Blast&#039;&#039;&#039; ====&lt;br /&gt;
: The Elemental Blast impulse is a simple expression of your power, allowing you to attack with the pure matter of your kinetic element. Though each element has its own strengths and weaknesses, the basic principles to using them are the same. You can customize the appearance of your Elemental Blast and can even choose a different form each time you use the impulse.&lt;br /&gt;
: ==== &#039;&#039;&#039;Base Kinesis&#039;&#039;&#039; ====&lt;br /&gt;
: The Base Kinesis impulse lets you perform simple alterations to an element.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/unholy/orb-swirling-teal.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Kinetic Aura&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Kinetic Aura&#039;&#039;&#039; &amp;lt;small&amp;gt;(kineticist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame stars of raw metal always changing shape, floatin snowflakes or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.&lt;br /&gt;
: You have the Channel Elements action, which lets you activate your kinetic aura.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/abundant-step.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Kinetic Gate&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Kinetic Gate&#039;&#039;&#039; &amp;lt;small&amp;gt;(kineticist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: As a kineticist, you&#039;ve awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level.&lt;br /&gt;
: When selecting an element for your kinetic gate, you can pick from six elements - air, earth, fire metal, water, and wood. Elements you can channel are referred to as your kinetic elements. Your kinetic elements function even in environments where they normally wouldn&#039;t. For example, you could use fire actions underwater even though that&#039;s normally not possible, and you could create air in a vacuum.&lt;br /&gt;
: Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses. At higher levels, the gate&#039;s threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements.&lt;br /&gt;
: ==== &#039;&#039;&#039;Single Gate&#039;&#039;&#039; ====&lt;br /&gt;
: Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element&#039;s trait.&lt;br /&gt;
: In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below.&lt;br /&gt;
: &#039;&#039;&#039;Air&#039;&#039;&#039; Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.&lt;br /&gt;
: &#039;&#039;&#039;Earth&#039;&#039;&#039; Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.&lt;br /&gt;
: &#039;&#039;&#039;Fire&#039;&#039;&#039; Increase the damage die size of fire damage dealt by the impulse by one step.&lt;br /&gt;
: &#039;&#039;&#039;Metal&#039;&#039;&#039; Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).&lt;br /&gt;
: &#039;&#039;&#039;Water&#039;&#039;&#039; After the impulse&#039;s other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it&#039;s in a body of water. This can&#039;t move the creature into the air. You can choose only a creature that&#039;s willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.&lt;br /&gt;
: &#039;&#039;&#039;Wood&#039;&#039;&#039; You gain temporary Hit Points equal to your level that last until the start of your next turn.&lt;br /&gt;
: ==== &#039;&#039;&#039;Dual Gate&#039;&#039;&#039; ====&lt;br /&gt;
: Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.&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; alt=&amp;quot;Magnetic Pinions&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Magnetic Pinions&#039;&#039;&#039; &amp;lt;small&amp;gt;(attack, impulse, kineticist, metal, overflow, primal)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn&#039;t increase until after all the attacks. The metal pieces deal (floor((@actor.level -1)/2)+1)d4[bludgeoning],(floor((@actor.level -1)/2)+1)d4 piercing damage damage on a hit (or double damage on a critical hit).&lt;br /&gt;
: &#039;&#039;&#039;Level (+2)&#039;&#039;&#039; Each type of damage increases by 1d4.&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; alt=&amp;quot;Metal Carapace&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Metal Carapace&#039;&#039;&#039; &amp;lt;small&amp;gt;(impulse, kineticist, metal, primal)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace&#039;s statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it.&lt;br /&gt;
: When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don&#039;t have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends.&lt;br /&gt;
: &#039;&#039;&#039;Level (+3)&#039;&#039;&#039; The shield&#039;s Hardness increases by 1, its HP by 4, and its BT by 2.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/metal/mail-chain-steel.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Metal Gate&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Metal Gate&#039;&#039;&#039;&lt;br /&gt;
: Metal Gate Junction&lt;br /&gt;
: &#039;&#039;&#039;Critical Blast&#039;&#039;&#039; The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a &#039;&#039;gate attenuator&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Elemental Resistance&#039;&#039;&#039; electricity, metal&lt;br /&gt;
: &#039;&#039;&#039;Impulse Junction&#039;&#039;&#039; Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).&lt;br /&gt;
: &#039;&#039;&#039;Aura Junction&#039;&#039;&#039; Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they&#039;re wearing metal armor, have the metal trait, or are made of metal.&lt;br /&gt;
: &#039;&#039;&#039;Skill Junction&#039;&#039;&#039; Crafting, Quick Repair&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; alt=&amp;quot;Toughness&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Toughness&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.&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; alt=&amp;quot;Versatile Blasts&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Versatile Blasts&#039;&#039;&#039; &amp;lt;small&amp;gt;(kineticist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element:&lt;br /&gt;
:* &#039;&#039;&#039;air&#039;&#039;&#039; cold&lt;br /&gt;
:* &#039;&#039;&#039;earth&#039;&#039;&#039; poison&lt;br /&gt;
:* &#039;&#039;&#039;fire&#039;&#039;&#039; cold&lt;br /&gt;
:* &#039;&#039;&#039;metal&#039;&#039;&#039; electricity&lt;br /&gt;
:* &#039;&#039;&#039;water&#039;&#039;&#039; acid&lt;br /&gt;
:* &#039;&#039;&#039;wood&#039;&#039;&#039; poison&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/TwoActions.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Base Kinesis&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Base Kinesis&#039;&#039;&#039; &amp;lt;small&amp;gt;(impulse, kineticist, primal)&amp;lt;/small&amp;gt;&lt;br /&gt;
: It&#039;s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can&#039;t affect an element that&#039;s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.&lt;br /&gt;
: Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can&#039;t deal damage or cause conditions unless otherwise noted.&lt;br /&gt;
:* &#039;&#039;&#039;Generate&#039;&#039;&#039; You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.&lt;br /&gt;
:* &#039;&#039;&#039;Move&#039;&#039;&#039; Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.&lt;br /&gt;
:* &#039;&#039;&#039;Suppress&#039;&#039;&#039; You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.&lt;br /&gt;
: &#039;&#039;&#039;Level (+4)&#039;&#039;&#039; The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).&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; alt=&amp;quot;Channel Elements&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Channel Elements&#039;&#039;&#039; &amp;lt;small&amp;gt;(aura, kineticist, primal)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; Your kinetic gate isn&#039;t active.&lt;br /&gt;
: You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can&#039;t damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.&lt;br /&gt;
: Your kinetic aura automatically deactivates if you&#039;re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can&#039;t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.&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; alt=&amp;quot;Elemental Blast&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Elemental Blast&#039;&#039;&#039; &amp;lt;small&amp;gt;(attack, impulse, kineticist, primal)&amp;lt;/small&amp;gt;&lt;br /&gt;
: 1 or 2&lt;br /&gt;
: With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.&lt;br /&gt;
:* &#039;&#039;&#039;Air&#039;&#039;&#039; 1d6 electricity or slashing, 60 feet&lt;br /&gt;
:* &#039;&#039;&#039;Earth&#039;&#039;&#039; 1d8 bludgeoning or piercing, 30 feet&lt;br /&gt;
:* &#039;&#039;&#039;Fire&#039;&#039;&#039; 1d6 fire, range 60 feet&lt;br /&gt;
:* &#039;&#039;&#039;Metal&#039;&#039;&#039; 1d8 piercing or slashing, 30 feet&lt;br /&gt;
:* &#039;&#039;&#039;Water&#039;&#039;&#039; 1d8 bludgeoning or cold, 30 feet&lt;br /&gt;
:* &#039;&#039;&#039;Wood&#039;&#039;&#039; 1d8 bludgeoning or vitality, 30 feet&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes double damage.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; The target takes full damage.&lt;br /&gt;
: &#039;&#039;&#039;Level (+4)&#039;&#039;&#039; The damage increases by one die.&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; alt=&amp;quot;Leap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Leap&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.&lt;br /&gt;
:* &#039;&#039;&#039;Horizontal&#039;&#039;&#039; Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can&#039;t make a horizontal Leap if your Speed is less than 15 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Vertical&#039;&#039;&#039; Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.&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; 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;
: 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/Passive.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Repair&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Repair&#039;&#039;&#039; &amp;lt;small&amp;gt;(exploration, manipulate)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are holding or wearing a Repair Kit&lt;br /&gt;
: You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it&#039;s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can&#039;t Repair a destroyed item.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you&#039;re trained, 30 HP if you&#039;re an expert, 40 HP if you&#039;re a master, or 50 HP if you&#039;re legendary).&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you&#039;re an expert, 20 HP if you&#039;re a master, or 25 HP if you&#039;re legendary).&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You deal {2d6 damage} to the item. Apply the item&#039;s Hardness to this damage.&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; alt=&amp;quot;Research&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, exploration, linguistic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You gain 2 RP.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; You gain 1 RP.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You make a false discovery and lose 1 RP.&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; alt=&amp;quot;Scout&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, exploration)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.&lt;br /&gt;
: Effect: Scout&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; alt=&amp;quot;Search&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Search&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, exploration)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.&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; 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;
: @Localize[PF2E.NPC.Abilities.Glossary.ShieldBlock]&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;
=====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/breastplate-collared-steel-grey.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Metal Carapace&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +3 • Light • Dex Cap +2 • Str 2 • Check -2 • Speed -5 ft. • Traits: Noisy&lt;br /&gt;
This armor was created by the Metal Carapace impulse.&lt;br /&gt;
Sheets of bend and rusted metal cover you in an armored shell.&lt;br /&gt;
The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Metal Carapace&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 2 || 0 || —&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; alt=&amp;quot;Steel Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +2 • Hardness 5 • HP 20/20 • 2 gp&lt;br /&gt;
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.&lt;br /&gt;
 Hardness HP BT&lt;br /&gt;
 5 20 10&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Steel Shield&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 2 gp&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; alt=&amp;quot;Elixir of Life (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Elixir • Traits: Alchemical, Consumable, Elixir, Healing • 3 gp&lt;br /&gt;
Activate A (manipulate)&lt;br /&gt;
Elixirs of life accelerate a living creature&amp;amp;#x27;s natural healing processes and immune system. Upon drinking this elixir, you regain 1d6 healing Hit Points and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Effect: Elixir of Life&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Elixir of Life (Minor)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 1 || 3 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/equipment/chest/breastplate-purple.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Clothing (Fine)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 gp&lt;br /&gt;
Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Clothing (Fine)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/icons/tools/scribal/ink-quill-red.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Writing Set&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&lt;br /&gt;
Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you&amp;amp;#x27;ve written a large amount, you can refill your kit with extra ink and paper.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Writing Set&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-plain-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Writing Set (Extra Ink and Paper)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
Extra ink and paper to refill your writing set.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Writing Set (Extra Ink and Paper)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 1 sp&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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×10&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 22 || 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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Greykor_Vonana&amp;diff=2885</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=2885"/>
		<updated>2026-07-26T18:54:20Z</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?1782710941864&lt;br /&gt;
| level       = 3&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 22/55&lt;br /&gt;
| ac          = 20&lt;br /&gt;
| perception  = +7&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +10&lt;br /&gt;
| reflex      = +7&lt;br /&gt;
| will        = +9&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +4 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +0 | &#039;&#039;&#039;CON&#039;&#039;&#039; +3 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +2 | &#039;&#039;&#039;CHA&#039;&#039;&#039; -1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 58&lt;br /&gt;
| hero_points  = 0&lt;br /&gt;
| languages   = orcish&lt;br /&gt;
| wealth      = 1 PP, 17 GP, 4 SP, 3 CP&lt;br /&gt;
| last_kill   = Drillworm (2026-07-25)&lt;br /&gt;
| last_downed = Mudwretch (2026-06-29)&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; 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; 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;XP:&#039;&#039;&#039; 323&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; orcish&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;Beliefs&#039;&#039;&#039;&lt;br /&gt;
: I am a Paladin.&lt;br /&gt;
; &#039;&#039;&#039;Edicts&#039;&#039;&#039;&lt;br /&gt;
: Persecute all religious people.&lt;br /&gt;
: Report all religious people, stop them if I can.&lt;br /&gt;
; &#039;&#039;&#039;Anathema&#039;&#039;&#039;&lt;br /&gt;
: Don&#039;t worship gods or higher power.&lt;br /&gt;
; &#039;&#039;&#039;Catchphrases&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;I used to be a minotaur in a previous life&amp;quot;&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;
== Campaign Notes ==&lt;br /&gt;
1 Boon of Earth&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;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; 22/55&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 20&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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; +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#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; +9 ({{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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&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; alt=&amp;quot;Javelin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Javelin ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Thrown || +5/+0/-5 || 1d6+4 piercing&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; alt=&amp;quot;Clan Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Clan Dagger ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Dwarf, Parry, Versatile-B || +9/+5/+1 || 1d4+4 piercing&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; alt=&amp;quot;Warhammer&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Warhammer ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Shove || +9/+4/-1 || 1d8+4 bludgeoning&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;📊 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;
| +4 || +0 || +3 || +1 || +2 || -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 || +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 || +11 || {{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#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;
| Intimidation || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +7 || {{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 || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Plane Of Metal || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +6 || {{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 || +7 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 1 PP, 17 GP, 4 SP, 3 CP || 80.03 gp || 7.0 / 9 enc / 14 max || 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;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; 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;
: 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;
: 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/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Battle Medicine&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Battle Medicine&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, healing, manipulate, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re holding or wearing a healer&#039;s toolkit.&lt;br /&gt;
: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn&#039;t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.&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; alt=&amp;quot;Canny Acumen (Reflex)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Canny Acumen (Reflex)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.&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; alt=&amp;quot;Cavalier Dedication&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cavalier Dedication&#039;&#039;&#039; &amp;lt;small&amp;gt;(archetype, dedication)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge (see Cavalier Pledges journal), as determined by your GM. You must choose an animal companion that&#039;s at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven&#039;t taken two additional Cavalier feats. For instance, if you pledged yourself to fight crime with a group of vigilantes, you could take the vigilante dedication without first completing the cavalier archetype. The GM determines what archetypes, if any, are valid choices.&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; 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; 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;
: 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Diehard&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Diehard&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4.&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; alt=&amp;quot;Guardian&amp;amp;#x27;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; alt=&amp;quot;Guardian&amp;amp;#x27;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;
: ==== Ever Ready ====&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;
: ==== Intercept Attack ====&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; 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;
: 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; 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; alt=&amp;quot;Shielding Taunt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shielding Taunt&#039;&#039;&#039; &amp;lt;small&amp;gt;(flourish, guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are wielding a shield.&lt;br /&gt;
: By banging loudly on your shield, you get the attention of even the most stubborn of foes. Raise a Shield, and then Taunt a creature. Your Taunt gains the auditory 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; 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;
:  Specialty&lt;br /&gt;
:  Applicable Items&lt;br /&gt;
:  Alchemy*&lt;br /&gt;
:  Alchemical items such as elixirs&lt;br /&gt;
:  Artistry&lt;br /&gt;
:  Fine art, including jewelry&lt;br /&gt;
:  Blacksmithing&lt;br /&gt;
:  Durable metal goods, including metal armor&lt;br /&gt;
:  Bookmaking&lt;br /&gt;
:  Books and paper&lt;br /&gt;
:  Glassmaking&lt;br /&gt;
:  Glass, including glassware and windows&lt;br /&gt;
:  Leatherworking&lt;br /&gt;
:  Leather goods, including leather armor&lt;br /&gt;
:  Pottery&lt;br /&gt;
:  Ceramic goods&lt;br /&gt;
:  Shipbuilding&lt;br /&gt;
:  Ships and boats&lt;br /&gt;
:  Stonemasonry&lt;br /&gt;
:  Stone goods and structures&lt;br /&gt;
:  Tailoring&lt;br /&gt;
:  Clothing&lt;br /&gt;
:  Weaving&lt;br /&gt;
:  Textiles, baskets, and rugs&lt;br /&gt;
:  Woodworking&lt;br /&gt;
:  Wooden goods and structures&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; 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;
:  Specialty&lt;br /&gt;
:  Applicable Items&lt;br /&gt;
:  Alchemy*&lt;br /&gt;
:  Alchemical items such as elixirs&lt;br /&gt;
:  Artistry&lt;br /&gt;
:  Fine art, including jewelry&lt;br /&gt;
:  Blacksmithing&lt;br /&gt;
:  Durable metal goods, including metal armor&lt;br /&gt;
:  Bookmaking&lt;br /&gt;
:  Books and paper&lt;br /&gt;
:  Glassmaking&lt;br /&gt;
:  Glass, including glassware and windows&lt;br /&gt;
:  Leatherworking&lt;br /&gt;
:  Leather goods, including leather armor&lt;br /&gt;
:  Pottery&lt;br /&gt;
:  Ceramic goods&lt;br /&gt;
:  Shipbuilding&lt;br /&gt;
:  Ships and boats&lt;br /&gt;
:  Stonemasonry&lt;br /&gt;
:  Stone goods and structures&lt;br /&gt;
:  Tailoring&lt;br /&gt;
:  Clothing&lt;br /&gt;
:  Weaving&lt;br /&gt;
:  Textiles, baskets, and rugs&lt;br /&gt;
:  Woodworking&lt;br /&gt;
:  Wooden goods and structures&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; 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;
:  Specialty&lt;br /&gt;
:  Applicable Items&lt;br /&gt;
:  Alchemy*&lt;br /&gt;
:  Alchemical items such as elixirs&lt;br /&gt;
:  Artistry&lt;br /&gt;
:  Fine art, including jewelry&lt;br /&gt;
:  Blacksmithing&lt;br /&gt;
:  Durable metal goods, including metal armor&lt;br /&gt;
:  Bookmaking&lt;br /&gt;
:  Books and paper&lt;br /&gt;
:  Glassmaking&lt;br /&gt;
:  Glass, including glassware and windows&lt;br /&gt;
:  Leatherworking&lt;br /&gt;
:  Leather goods, including leather armor&lt;br /&gt;
:  Pottery&lt;br /&gt;
:  Ceramic goods&lt;br /&gt;
:  Shipbuilding&lt;br /&gt;
:  Ships and boats&lt;br /&gt;
:  Stonemasonry&lt;br /&gt;
:  Stone goods and structures&lt;br /&gt;
:  Tailoring&lt;br /&gt;
:  Clothing&lt;br /&gt;
:  Weaving&lt;br /&gt;
:  Textiles, baskets, and rugs&lt;br /&gt;
:  Woodworking&lt;br /&gt;
:  Wooden goods and structures&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; 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/skills/wounds/injury-eyes-blood-red-pink.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Tough To Kill&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Tough To Kill&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The protectiveness of your armor ensures that even if you fall, you take longer to die. You gain the Diehard general feat. If you already have the Diehard feat, you can retrain it when you get Tough to Kill. Additionally, the first time each day you&#039;d be reduced to Dying 3 or higher, you stay at dying 2 instead.&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; 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;
: 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/TwoActions.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Administer First Aid&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Administer First Aid&#039;&#039;&#039; &amp;lt;small&amp;gt;(manipulate)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re wearing or holding a Healer&#039;s Toolkit.&lt;br /&gt;
: You perform first aid on an adjacent creature that is Dying or Bleeding. If a creature is both dying and bleeding, choose which ailment you&#039;re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.&lt;br /&gt;
:* &#039;&#039;&#039;Stabilize&#039;&#039;&#039; Attempt a {Medicine} check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature&#039;s recovery roll DC (typically 15 + its dying value).&lt;br /&gt;
:* &#039;&#039;&#039;Stop Bleeding&#039;&#039;&#039; Attempt a {Medicine} check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; If you&#039;re trying to stabilize, the target loses the dying condition (but remains Unconscious). If you&#039;re trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; If you were trying to stabilize, the target&#039;s dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.&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; alt=&amp;quot;Grab an Edge&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Grab an Edge&#039;&#039;&#039; &amp;lt;small&amp;gt;(manipulate)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; You fall from or past an edge or handhold.&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; Your hands are not tied behind your back or otherwise Restrained.&lt;br /&gt;
: When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You continue to fall, and if you&#039;ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.&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; 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;
: 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;
: &#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; alt=&amp;quot;Leap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Leap&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.&lt;br /&gt;
:* &#039;&#039;&#039;Horizontal&#039;&#039;&#039; Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can&#039;t make a horizontal Leap if your Speed is less than 15 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Vertical&#039;&#039;&#039; Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Long Jump&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Long Jump&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You Stride, then attempt a DC 15 {Athletics} check to make a long jump in the direction you were Striding. If you didn&#039;t Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can&#039;t jump farther than your land Speed.&lt;br /&gt;
: &#039;&#039;&#039;Failure&#039;&#039;&#039; You make a normal horizontal Leap.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You make a normal horizontal Leap, then fall and land 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; 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;
: 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; 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; 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;
: 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;
: 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; 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;
: 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; 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;
: 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;
: 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/icons/weapons/hammers/hammer-war-rounding.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d8 bludgeoning • Martial Hammer • Traits: Shove • 1 gp&lt;br /&gt;
This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it&amp;amp;#x27;s always capable of delivering powerful bludgeoning blows.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Warhammer&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Chain Mail&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +4 • Medium • Dex Cap +1 • Str 3 • Check -2 • Speed -5 ft. • Traits: Flexible, Noisy • 6 gp&lt;br /&gt;
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chain Mail&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Steel Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +2 • Hardness 5 • HP 20/20 • 2 gp&lt;br /&gt;
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.&lt;br /&gt;
 Hardness HP BT&lt;br /&gt;
 5 20 10&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Steel Shield&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/equipment/leg/tasset-reticulated-steel-gold.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Armored Skirt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 gp&lt;br /&gt;
These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 Interact actions when it&amp;amp;#x27;s worn with light or medium armor, or as part of donning heavy armor.&lt;br /&gt;
&lt;br /&gt;
When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor&amp;amp;#x27;s item bonus to AC by 1, worsens the armor&amp;amp;#x27;s check penalty by 1, reduces the armor&amp;amp;#x27;s Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds…&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Armored Skirt&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 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/icons/containers/bags/pouch-gold-green.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Healer&amp;amp;#x27;s Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 gp&lt;br /&gt;
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer&amp;amp;#x27;s toolkit, you can draw and replace its tools as part of the action that uses them.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Healer&amp;amp;#x27;s Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 gp&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; alt=&amp;quot;Repair Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 gp&lt;br /&gt;
A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Repair Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×5&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;16&amp;quot; alt=&amp;quot;Javelin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 piercing • Simple Dart • Range 30 ft. • Reload - • Traits: Thrown • 1 sp&lt;br /&gt;
This thin spear is well balanced for throwing but is not designed for melee use.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Javelin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×2&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-poisons/yellow-musk-vial.webp&amp;quot; width=&amp;quot;16&amp;quot; alt=&amp;quot;Yellow Musk Poison&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Poison • Traits: Alchemical, Consumable, Inhaled, Mental, Poison • 7 gp&lt;br /&gt;
The powdered pollen from a yellow musk creeper addles the mind.&lt;br /&gt;
&lt;br /&gt;
Activate A Interact (Inhaled)&lt;br /&gt;
&lt;br /&gt;
Saving Throw DC 16 Will&lt;br /&gt;
&lt;br /&gt;
Maximum Duration 2 rounds&lt;br /&gt;
&lt;br /&gt;
Stage 1 Fascinated by the poison cloud (1 round)&lt;br /&gt;
&lt;br /&gt;
Stage 2 fascinated by the poison cloud, and can use no actions but to move closer to the cloud&amp;amp;#x27;s point of origin (1 round)&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Yellow Musk Poison&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×4&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;16&amp;quot; alt=&amp;quot;Clan Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 piercing • Simple Knife • Traits: Agile, Dwarf, Parry, Versatile-B • 2 gp&lt;br /&gt;
This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Clan Dagger&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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/gems/moderate-semiprecious-stones/bloodstone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bloodstone&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;25 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bloodstone&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 25 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/treasure/currency/copper-pieces.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Copper Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 3 || 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; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 17 || 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/platinum-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Platinum Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 pp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Platinum Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 1 pp&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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Rhythm&amp;diff=2884</id>
		<title>Characters/Rhythm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Rhythm&amp;diff=2884"/>
		<updated>2026-07-26T18:54:20Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Rhythm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Rhythm&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/rabbit-doll-poppet.webp?1783580106449&lt;br /&gt;
| level       = 2&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 22/22&lt;br /&gt;
| ac          = 16&lt;br /&gt;
| perception  = +8&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +6&lt;br /&gt;
| reflex      = +5&lt;br /&gt;
| will        = +10&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; +2 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +4 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = necril&lt;br /&gt;
| wealth      = 20 GP, 1 SP&lt;br /&gt;
| last_kill   = Yellow Musk Creeper (2026-07-25)&lt;br /&gt;
| last_downed = Mephit Swarm (5-6) (2026-07-25)&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/poppet.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Poppet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Poppet&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/creatures/magical/spirit-mischief-fire-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Ghost Poppet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Ghost Poppet&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Undertaker&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/modules/sf2e-anachronism/art/class-icons/mystic.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Mystic&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Mystic&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 492&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; necril&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 3&#039; 5&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 11 lbs&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
A rabbit doll, fur soft and white as snow. Dressed up in a brown vest and dress pants, he looks like a toy fit to accompany a sophisticated young child.&amp;lt;br /&amp;gt;&lt;br /&gt;
His eyes are made out of a pair of impossibly dark obsidian buttons that seem to suck in your soul. He also carries a comically large tote bag. Inside it are filled with many random items: framed photos, watches, books, letters, rosary beads…. and no item seems to belong to the same person.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Woke up in the middle of a mort. The music playing was the first thing they heard when they become conscious. Eventually decided to name himself Rhythm.&lt;br /&gt;
&lt;br /&gt;
Started to wonder around Zoi, joining and helping around many morts. Learned a lot from the local priests and whatnot. Enjoys helping out with the rituals, especially if there is music involved and if they can also play. Ends up stealing some items from a few morts, wondering what the items and music really mean.&lt;br /&gt;
&lt;br /&gt;
Gets caught once, and basically kicked from Zoi. They now wonder around, trying to make sense of the sounds and meanings behind the items.&lt;br /&gt;
&lt;br /&gt;
== Campaign Notes ==&lt;br /&gt;
Bondmates:&lt;br /&gt;
&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
1.&lt;br /&gt;
&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
2.&lt;br /&gt;
&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
3.&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;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; 16&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +8 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +10 ({{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 || +2 || +1 || +4 || +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 || +0 || {{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 || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +5 || {{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;
| Local Undead || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +8 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +4 || {{color|#708090|&#039;&#039;&#039;Untrained&#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 || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +8 || {{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|#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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 20 GP, 1 SP || 79.2 gp || 2.9 / 5 enc / 10 max || 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;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/creatures/magical/spirit-mischief-fire-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Ghost Poppet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Ghost Poppet&#039;&#039;&#039;&lt;br /&gt;
: You awakened when a bit of another person&#039;s life force and a fragment of their soul-possibly, but not always, at the moment of their death-found its way into your constructed body. You don&#039;t remember anything more than vague flashes of your &amp;quot;before life,&amp;quot; but that life essence still protects you. You gain resistance to void damage equal to half your level (minimum 1).&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Undertaker&#039;&#039;&#039;&lt;br /&gt;
: People die. This is the unfortunate fact of life on which you&#039;ve founded your business, because wherever people die, there is a demand for mortuary services. You might be a Pharasmin priest or a secular professional, but your job is seeing to the body, comforting the bereaved, and making sure that the deceased goes to their ultimate reward with all due dignity. Of course, someone in your position sees a lot of strange deaths, and chances are one of them set you on the road to adventure.&lt;br /&gt;
: Choose two attribute boosts. One must be to &#039;&#039;&#039;Intelligence&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
: You&#039;re trained in the Medicine skill and a Lore skill specializing in one local type of undead. You gain the Forensic Acumen 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Battle Medicine&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Battle Medicine&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, healing, manipulate, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re holding or wearing a healer&#039;s toolkit.&lt;br /&gt;
: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn&#039;t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/feat.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Bond Boost&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Bond Boost&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; A bonded ally within 20 feet is about to roll a saving throw.&lt;br /&gt;
: You channel a surge of energy through your bond, shielding your ally&#039;s body and mind. Your ally gains a +1 status bonus to the triggering saving throw. If they roll a success on the saving throw against a vitality or void effect, they get a critical success instead.&lt;br /&gt;
: Effect: Bond Boost&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/social/diplomacy-unity-alliance.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Connection&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Connection&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, become a conduit for nature&#039;s wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network.&lt;br /&gt;
: Akashic&lt;br /&gt;
: Elemental&lt;br /&gt;
: Healing&lt;br /&gt;
: Rhythm&lt;br /&gt;
: Shadow&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/control/voodoo-doll-pain-damage-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Constructed (Poppet)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Constructed (Poppet)&#039;&#039;&#039; &amp;lt;small&amp;gt;(poppet)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you&#039;re a living creature, and you can be healed by vitality energy and harmed by void energy as normal.&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; alt=&amp;quot;Corpse Tender Dedication&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Corpse Tender Dedication&#039;&#039;&#039; &amp;lt;small&amp;gt;(archetype, dedication)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level. You can use Diplomacy to Make an Impression on mindless undead and to make very simple Requests of them; their mindless trait doesn&#039;t grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression.&lt;br /&gt;
: You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice.&lt;br /&gt;
: Corpse Tender&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/fire/flame-burning-skeleton-explosion.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Flammable&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Flammable&#039;&#039;&#039;&lt;br /&gt;
: You have weakness to fire damage equal to one-third your level (minimum 1).&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; alt=&amp;quot;Forensic Acumen&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Forensic Acumen&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.&lt;br /&gt;
: You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).&lt;br /&gt;
: If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.&lt;br /&gt;
: This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.&lt;br /&gt;
: The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.&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; alt=&amp;quot;Helpful Poppet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Helpful Poppet&#039;&#039;&#039; &amp;lt;small&amp;gt;(poppet)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;re particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to Aid, and you don&#039;t give your ally a -1 circumstance penalty to their check if you critically fail your attempt to Aid.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/runes-triangle-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Initial Epiphany&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Initial Epiphany&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You discover the basic truth of your connection. You learn your chosen connection&#039;s initial epiphany spell. Epiphany spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to spend time with your bonded allies or otherwise ponder the nature of your connection.&lt;br /&gt;
: Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don&#039;t require spell slots, and you can&#039;t cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/circled-gem-pink.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Mystic Bond&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Mystic Bond&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic&#039;s connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don&#039;t count toward the 10-creature limit.&lt;br /&gt;
: You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they&#039;re conscious, Unconscious, , or dead. This ability doesn&#039;t work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/star-rising-purple.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Mystic Spellcasting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Mystic Spellcasting&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You are a spellcaster and can cast spells using the Cast a Spell activity. As a mystic, when you cast spells, you might intone a prayer or hum a song inspired by your epiphanies, you might gesture or dance in patterns that follow the flow of your connection&#039;s network, and you might accompany your spellcasting with wisps of energy flowing between you and your bonded allies.&lt;br /&gt;
: Each day, you can cast up to three 1st-rank spells. 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;
: As you increase in level as a mystic, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Mystic Spells per Day table.&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 Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier.&lt;br /&gt;
: ==== Heightening Spells ====&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 to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they&#039;re heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.&lt;br /&gt;
: ==== Cantrips ====&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 rank of mystic spell slot you have. For example, as a 1st-level mystic, your cantrips are 1st-rank spells, and as a 5th-level mystic, your cantrips are 3rd-rank spells.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/sonic/bell-alarm-red-purple.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Rhythm&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Rhythm&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You feel the song that moves the stars, channeling this cosmic beat through the power of audible rhythm and universal vibrations known by many as the Song of the Spheres. You might simply have a melody or tune in your mind that you feel compelled to share, beginning with the allies tied to your bond.&lt;br /&gt;
: &#039;&#039;&#039;Tradition&#039;&#039;&#039; primal&lt;br /&gt;
: &#039;&#039;&#039;Connection Skill&#039;&#039;&#039; Performance&lt;br /&gt;
: &#039;&#039;&#039;Connection Spells&#039;&#039;&#039; cantrip: Summon Instrument; 1st: Motivating Ringtone; 2nd: Noise Blast; 3rd: Hypnotize; 4th: Battle Sonata; 5th: Synaptic Pulse; 6th: Vibrant Pattern; 7th: Howl; 8th: Uncontrollable Dance; 9th: Unfathomable Song&lt;br /&gt;
: &#039;&#039;&#039;Epiphany Spells&#039;&#039;&#039; initial: Anthem; advanced: Shuffle; greater: Remix&lt;br /&gt;
: &#039;&#039;&#039;Harmony&#039;&#039;&#039; When you Transfer Vitality, you can extend the duration of any active epiphany from the rhythm connection by 1 round.&lt;br /&gt;
: &#039;&#039;&#039;Perfect Harmony&#039;&#039;&#039; The first time each round you Transfer Vitality, the target who regained Hit Points can Stride as a free action. This has the traversal trait.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/blue-circuit-board-2.webp&amp;quot; width=&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;(mystic, witchwarper)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Mystic&#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 chosen connection. You choose these from the common spells from the tradition corresponding to your chosen connection 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;
: You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same rank to your spell repertoire. When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, 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 chosen connection 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;
: 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;
: ==== Swapping Spells in Your Repertoire ====&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 epiphany spells or connection spells. You can also swap out spells by retraining during downtime.&lt;br /&gt;
: &#039;&#039;&#039;Witchwarper&#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 paradox. You choose these from the common spells from the tradition corresponding to your paradox. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
: You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same rank. At 2nd level, select another 1st-rank spell; at 3rd level, you gain a new spell from your paradox and two other 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;
: 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;
: ==== Swapping Spells in Your Repertoire ====&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, but you can&#039;t swap out spells gained from your paradox. You can also swap out spells by retraining during downtime.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/life/heart-area-circle-red-green.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Vitality Network&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Vitality Network&#039;&#039;&#039; &amp;lt;small&amp;gt;(mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing.&lt;br /&gt;
: Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you&#039;re master in spell DC, it regains 6 Hit Points instead; if you&#039;re legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points.&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; alt=&amp;quot;Grab an Edge&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Grab an Edge&#039;&#039;&#039; &amp;lt;small&amp;gt;(manipulate)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; You fall from or past an edge or handhold.&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; Your hands are not tied behind your back or otherwise Restrained.&lt;br /&gt;
: When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You continue to fall, and if you&#039;ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.&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; alt=&amp;quot;Transfer Vitality&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Transfer Vitality&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, healing, mystic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. The amount you can transfer increases by 10 at 5th, 10th, 15th and 20th level.&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;
=====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/breastplate-banded-simple-leather-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Leather Armor&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +1 • Light • Dex Cap +4 • Str 0 • Check -1 • 2 gp&lt;br /&gt;
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Leather Armor&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 2 gp&lt;br /&gt;
|}&lt;br /&gt;
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=====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/icons/commodities/biological/eye-lizard-orange-red.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Dragon Eye&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Catalyst • Traits: Catalyst, Consumable, Magical • 30 gp&lt;br /&gt;
Activate Cast a Spell (add 1 action)&lt;br /&gt;
Even in death, a dragon&amp;amp;#x27;s gaze is terrible to behold. When used to cast Breathe Fire at 3rd rank or higher, an eye from a dragon causes the spell to manifest some of the creature&amp;amp;#x27;s fearsome aura and inspire terror. Creatures in the spell&amp;amp;#x27;s area must attempt a basic Will save instead of a basic Reflex save, and in addition to taking the spell&amp;amp;#x27;s normal damage on a failure, they&amp;amp;#x27;re Frightened 1. This adds the emotion, fear, and mental traits to the spell.&lt;br /&gt;
&lt;br /&gt;
Effect: Dragon Eye&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Dragon Eye&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 5 || 30 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/consumables/potions/bottle-round-corked-orante-red.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Healing Potion (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Potion • Traits: Consumable, Healing, Magical, Potion, Vitality • 4 gp&lt;br /&gt;
Activate A (manipulate)&lt;br /&gt;
A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker&amp;amp;#x27;s wounds heal rapidly. When you drink a healing potion, you regain 1d8 healing Hit Points.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Healing Potion (Minor)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 1 || 4 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-poisons/yellow-musk-vial.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Yellow Musk Poison&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Poison • Traits: Alchemical, Consumable, Inhaled, Mental, Poison • 7 gp&lt;br /&gt;
The powdered pollen from a yellow musk creeper addles the mind.&lt;br /&gt;
&lt;br /&gt;
Activate A Interact (Inhaled)&lt;br /&gt;
&lt;br /&gt;
Saving Throw DC 16 Will&lt;br /&gt;
&lt;br /&gt;
Maximum Duration 2 rounds&lt;br /&gt;
&lt;br /&gt;
Stage 1 Fascinated by the poison cloud (1 round)&lt;br /&gt;
&lt;br /&gt;
Stage 2 fascinated by the poison cloud, and can use no actions but to move closer to the cloud&amp;amp;#x27;s point of origin (1 round)&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Yellow Musk Poison&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 2 || 0.1 || 2 || 7 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/containers/bags/pouch-gold-green.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Healer&amp;amp;#x27;s Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 gp&lt;br /&gt;
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer&amp;amp;#x27;s toolkit, you can draw and replace its tools as part of the action that uses them.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Healer&amp;amp;#x27;s Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 gp&lt;br /&gt;
|-&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;24&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 5 || 0.1 || 0 || 1 cp&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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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/waterskin.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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/gems/moderate-semiprecious-stones/bloodstone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bloodstone&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;25 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bloodstone&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 25 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/treasure/currency/gold-pieces.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 20 || 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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 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;
=====Primal Focus Spells (Primal) — Focus=====&lt;br /&gt;
; DC 18 | Attack +8&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/icons/magic/sonic/bell-alarm-red-purple.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Anthem&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Anthem]] &amp;lt;small&amp;gt;[concentrate, emotion, focus, manipulate, mental, mystic]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You compose the tangle of cosmic melodies into an anthem for your bonded companions. All bonded creatures in the area gain a +1 status bonus to attack rolls and damage rolls, and also gain a +1 status bonus to saves against effects that cause Fascinated or Confused.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Anthem&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Primal Spontaneous Spells (Primal) — Spontaneous=====&lt;br /&gt;
; DC 18 | Attack +8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(4/4 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/charm.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Charm&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Charm]] &amp;lt;small&amp;gt;[concentrate, emotion, incapacitation, manipulate, mental, subtle]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.&lt;br /&gt;
&lt;br /&gt;
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn&#039;t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target is unaffected and aware you tried to charm it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; The target&#039;s attitude becomes Friendly toward you. If it was Friendly, it becomes Helpful. It can&#039;t use hostile actions against you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; The target&#039;s attitude becomes Helpful toward you, and it can&#039;t use hostile actions against you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (4th)&#039;&#039;&#039; The duration lasts until the next time you make your daily preparations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (8th)&#039;&#039;&#039; The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/chilling-spray.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Chilling Spray&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Chilling Spray]] &amp;lt;small&amp;gt;[cold, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The creature is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The creature takes half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 2d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/guidance.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Guidance&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Guidance]] &amp;lt;small&amp;gt;[cantrip, concentrate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Guidance&lt;br /&gt;
&lt;br /&gt;
Effect: Guidance Immunity&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/life/cross-worn-green.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Heal&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Heal]] &amp;lt;small&amp;gt;[healing, manipulate, vitality]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.&lt;br /&gt;
&lt;br /&gt;
1 The spell has a range of touch.&lt;br /&gt;
&lt;br /&gt;
2 &#039;&#039;&#039;(concentrate)&#039;&#039;&#039; The spell has a range of 30 feet. If you&#039;re healing a living creature, increase the Hit Points restored by 8.&lt;br /&gt;
&lt;br /&gt;
3 &#039;&#039;&#039;(concentrate)&#039;&#039;&#039; You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/water/orb-ice-web.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Horizon Thunder Sphere&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Horizon Thunder Sphere]] &amp;lt;small&amp;gt;[attack, concentrate, electricity, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target&#039;s AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.&lt;br /&gt;
&lt;br /&gt;
2 This spell has a range of 30 feet.&lt;br /&gt;
&lt;br /&gt;
3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Rounds&#039;&#039;&#039; If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing @item.rank electricity damage damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you&#039;re in your sparking state increases by 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/light/projectile-needles-salvo-white.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Needle Darts&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Needle Darts]] &amp;lt;small&amp;gt;[attack, cantrip, concentrate, manipulate, metal]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target&#039;s AC. The needles deal 3d4 piercing damage and might cause bleeding.&lt;br /&gt;
&lt;br /&gt;
The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes double damage and @item.level bleed damage damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes full damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/control/debuff-energy-hold-yellow.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Stabilize&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Stabilize]] &amp;lt;small&amp;gt;[cantrip, concentrate, healing, manipulate, vitality]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Life energy shuts death&#039;s door. The target loses the Dying condition, though it remains Unconscious at 0 Hit Points.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/summon-instrument.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Summon Instrument&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Summon Instrument]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You materialize a Musical Instrument (Handheld) in your grasp. The instrument is typical for its type, but it plays only for you. It vanishes when the spell ends. If you cast &#039;&#039;summon instrument&#039;&#039; again, any instrument you previously summoned disappears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (5th)&#039;&#039;&#039; The instrument is instead a Musical Instrument (Virtuoso handheld).&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&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Gruff&amp;diff=2883</id>
		<title>Characters/Gruff</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Gruff&amp;diff=2883"/>
		<updated>2026-07-26T18:54:19Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gruff =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Gruff&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/chasm-android.webp?1782534865448&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 17/17&lt;br /&gt;
| ac          = 15&lt;br /&gt;
| perception  = +7&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +4&lt;br /&gt;
| reflex      = +7&lt;br /&gt;
| will        = +7&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; +4 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +2 | &#039;&#039;&#039;CHA&#039;&#039;&#039; -1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| gender       = Male&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = daemonic, draconic, elven, tanuki&lt;br /&gt;
| wealth      = 15 GP&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/android.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Android&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Android&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/skills/trades/mining-pickaxe-stone-black.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Laborer Android&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Laborer Android&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Detective&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/investigator.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Investigator&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Investigator&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; daemonic, draconic, elven, tanuki&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;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; 17/17&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 15&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#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; +7 ({{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 || +4 || +2 || -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 || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +4 || {{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 || +4 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +2 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +2 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +2 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +2 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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;
| Underworld Lore || +7 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 15 GP || 15 gp || 0.0 / 6 enc / 11 max || 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;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/skills/trades/mining-pickaxe-stone-black.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Laborer Android&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Laborer Android&#039;&#039;&#039;&lt;br /&gt;
: Your body is adapted to endure physical hardships or perform hard labor for long periods of time. You become trained in Athletics (or another skill if you&#039;re already trained in Athletics), and you gain the Hefty Hauler skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Detective&#039;&#039;&#039;&lt;br /&gt;
: You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.&lt;br /&gt;
: Choose two attribute boosts. One must be to &#039;&#039;&#039;Intelligence&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
: You&#039;re trained in the Society skill and the Underworld Lore skill. You gain the Streetwise 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Battle Medicine&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Battle Medicine&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, healing, manipulate, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re holding or wearing a healer&#039;s toolkit.&lt;br /&gt;
: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn&#039;t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/feats/effect-repair-module.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Constructed&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Constructed&#039;&#039;&#039; &amp;lt;small&amp;gt;(android)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/devise-a-stratagem.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Devise a Stratagem&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Devise a Stratagem&#039;&#039;&#039; &amp;lt;small&amp;gt;(investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can play out a battle in your head, using brains rather than brawn to execute an attack.&lt;br /&gt;
: You gain the Devise a Stratagem action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/control/fear-fright-white.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Emotionally Unaware&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Emotionally Unaware&#039;&#039;&#039; &amp;lt;small&amp;gt;(android)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.&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; alt=&amp;quot;Forensic Acumen&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Forensic Acumen&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.&lt;br /&gt;
: You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).&lt;br /&gt;
: If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.&lt;br /&gt;
: This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.&lt;br /&gt;
: The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/forensic-medicine-methodology.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Forensic Medicine Methodology&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Forensic Medicine Methodology&#039;&#039;&#039; &amp;lt;small&amp;gt;(investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they&#039;d like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.&lt;br /&gt;
: You&#039;re trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day&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; alt=&amp;quot;Hefty Hauler&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Hefty Hauler&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.&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; alt=&amp;quot;Known Weaknesses&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Known Weaknesses&#039;&#039;&#039; &amp;lt;small&amp;gt;(investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.&lt;br /&gt;
: Effect: Known Weaknesses&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; alt=&amp;quot;Methodology&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Methodology&#039;&#039;&#039; &amp;lt;small&amp;gt;(investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:&lt;br /&gt;
:* Alchemical Sciences Methodology&lt;br /&gt;
:* Empiricism Methodology&lt;br /&gt;
:* Forensic Medicine Methodology&lt;br /&gt;
:* Interrogation Methodology&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; alt=&amp;quot;Nightvision Adaptation&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Nightvision Adaptation&#039;&#039;&#039; &amp;lt;small&amp;gt;(android)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/flags/banner-symbol-sun-gold-red.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;On the Case&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;On the Case&#039;&#039;&#039; &amp;lt;small&amp;gt;(investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.&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; alt=&amp;quot;Proximity Alert&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Proximity Alert&#039;&#039;&#039; &amp;lt;small&amp;gt;(android)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;re unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to Perception checks made as initiative rolls.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/strategic-strike.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Strategic Strike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Strategic Strike&#039;&#039;&#039; &amp;lt;small&amp;gt;(investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.&lt;br /&gt;
: As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.&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; alt=&amp;quot;Streetwise&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Streetwise&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to {Gather Information}. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.&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; alt=&amp;quot;Clue In&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Clue In&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; once per 10 minutes&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.&lt;br /&gt;
: You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you&#039;re conveying information verbally.&lt;br /&gt;
: Effect: Clue In&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; alt=&amp;quot;Pursue a Lead&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Pursue a Lead&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, exploration, investigator)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; once per 10 minutes&lt;br /&gt;
: You name one detail you&#039;ve identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you&#039;ve already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there&#039;s a larger mystery or tells you there&#039;s nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can&#039;t Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as &amp;quot;Where has the priceless work of art that was supposed to hang here been taken?&amp;quot; or &amp;quot;Who or what killed this priest?&amp;quot; Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as &amp;quot;The Case of the Cheated Goblin&amp;quot; or &amp;quot;The Skinsaw Murders&amp;quot;).&lt;br /&gt;
: &#039;&#039;&#039;Investigation Bonus&#039;&#039;&#039; Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.&lt;br /&gt;
: &#039;&#039;&#039;Active Investigations&#039;&#039;&#039; You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you&#039;ve given up pursuit of an investigation, you can&#039;t Pursue a Lead into it again until after the next time you make your daily preparations.&lt;br /&gt;
: &#039;&#039;&#039;Solving an Investigation&#039;&#039;&#039; If you answer the question at the heart of your investigation, the GM tells you that you&#039;ve done so. You don&#039;t lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.&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;
=====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; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 15 || 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: 2026-07-26 13:54&#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/Atlas&amp;diff=2882</id>
		<title>Characters/Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Atlas&amp;diff=2882"/>
		<updated>2026-07-26T18:54:19Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Atlas =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Atlas&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-human-burglar.webp?1782359451616&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 17/17&lt;br /&gt;
| ac          = 17&lt;br /&gt;
| perception  = +3&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +6&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; +4 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +3 | &#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;
| age          = 20&lt;br /&gt;
| gender       = he/him&lt;br /&gt;
| hero_points  = 0&lt;br /&gt;
| languages   = draconic, dwarven, jotun, elven&lt;br /&gt;
| wealth      = 6 GP, 10 SP&lt;br /&gt;
| last_kill   = Pirate Goblin (2026-07-14)&lt;br /&gt;
| last_downed = Giant Hermit Crab (2026-07-13)&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/human.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; 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/environment/people/group.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Versatile Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Versatile Human&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Smuggler&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/magus.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Magus&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Magus&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 840&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; draconic, dwarven, jotun, elven&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 20&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;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; 17/17&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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; +7 ({{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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/weapon.svg&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Liuyedao&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Liuyedao ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Deadly-D4, Finesse, Sweep, Versatile-P || +7/+3/-1 || 1d4+1 slashing&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;📊 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 || +4 || +1 || +3 || +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 || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +3 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +6 || {{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;
| Piracy Lore || +6 || {{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;
| Society || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +7 || {{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 || +7 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 6 GP, 10 SP || 22.7 gp || 1.4 / 6 enc / 11 max || 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;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/environment/people/group.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Versatile Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Versatile Human&#039;&#039;&#039;&lt;br /&gt;
: Humanity&#039;s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/environment/people/group.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Versatile Human&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Versatile Human&#039;&#039;&#039;&lt;br /&gt;
: Humanity&#039;s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Smuggler&#039;&#039;&#039;&lt;br /&gt;
: You make your living smuggling cargo, whether on a planet or in the depths of space. You don&#039;t ask your clients too many questions, and the cargo could be anything—counterfeit products, illegal goods, stolen weapons... the bigger the risk, the bigger the payday.&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;
: You&#039;re trained in the Stealth skill and the Piracy Lore skill. You gain the Experienced Smuggler 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/systems/pf2e/icons/features/classes/arcane-cascade.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane Cascade&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Cascade&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: After you wield magic, you can enter a special stance to make your attacks more effective.&lt;br /&gt;
: Arcane Cascade&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; alt=&amp;quot;Arcane Spellcasting (Magus)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Spellcasting (Magus)&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You study spells so you can combine them with your attacks or solve problems that strength of arms alone can&#039;t handle. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.&lt;br /&gt;
: Because you&#039;re a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch.&lt;br /&gt;
: At 1st level, you can prepare one 1st-rank spell and five cantrips each morning from the spells in your spellbook. 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;
: As you increase in level as a magus, your number of spell slots and the highest rank of spells you can cast from spell slots increase. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest rank and, if you can cast 2nd-rank spells or higher, two spell slots of 1 rank lower than your highest spell rank. For anything that requires the ability to cast spells of a certain rank that&#039;s lower than the highest slots you have, you still qualify even if you no longer have spell slots at those ranks.&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). Your spell attack rolls and spell DCs use your Intelligence modifier.&lt;br /&gt;
: ==== Heightening Spells ====&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&#039;re heightened to certain ranks.&lt;br /&gt;
: ==== Cantrips ====&lt;br /&gt;
: 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 spell you can cast as a magus. For example, as a 1st-level magus, your cantrips are 1st-rank spells, and as a 5th-level magus, your cantrips are 3rd-rank spells.&lt;br /&gt;
: ==== Spellbook ====&lt;br /&gt;
: Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 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. Your spellbook&#039;s form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.&lt;br /&gt;
: Each time you gain a level, you add two more arcane spells to your spellbook, of any rank of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures. Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-rank slots as normal.&lt;br /&gt;
: If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/conflux-spells.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Conflux Spells&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Conflux Spells&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.&lt;br /&gt;
: Focus spells are automatically heightened to half your level rounded up. Focus spells don&#039;t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.&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; alt=&amp;quot;Experienced Smuggler&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Experienced Smuggler&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you&#039;ve Concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you&#039;re a master in Stealth, the GM uses the number rolled or 15, and if you&#039;re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for Hidden items.&lt;br /&gt;
: &#039;&#039;&#039;PFS Note&#039;&#039;&#039; This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).&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; alt=&amp;quot;Familiar&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Familiar&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus, sorcerer, thaumaturge, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Magus, Sorcerer&#039;&#039;&#039; An animal serves you and assists your spellcasting.&lt;br /&gt;
: &#039;&#039;&#039;Wizard&#039;&#039;&#039; You make a pact with a creature that serves you and assists your spellcasting.&lt;br /&gt;
: &#039;&#039;&#039;Thaumaturge&#039;&#039;&#039; Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you&#039;ve called forth a creature that now serves as your constant companion in your studies of the supernatural.&lt;br /&gt;
: You gain a familiar.&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; alt=&amp;quot;Fleet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Fleet&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You move more quickly on foot. Your Speed increases by 5 feet.&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; alt=&amp;quot;Hybrid Study&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Hybrid Study&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that&#039;s more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.&lt;br /&gt;
:* Aloof Firmament&lt;br /&gt;
:* Inexorable Iron&lt;br /&gt;
:* Laughing Shadow&lt;br /&gt;
:* Sparkling Targe&lt;br /&gt;
:* Starlit Span&lt;br /&gt;
:* Twisting Tree&lt;br /&gt;
:* Unfurling Brocade&lt;br /&gt;
:* Resurgent Maelstrom&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/creatures/magical/spirit-fear-energy-pink.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Laughing Shadow&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Laughing Shadow&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.&lt;br /&gt;
: While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you&#039;re unarmored. If you have a free hand while in the stance and are attacking an Off-Guard creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn&#039;t apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.&lt;br /&gt;
: &#039;&#039;&#039;Conflux Spell&#039;&#039;&#039; Dimensional Assault&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; alt=&amp;quot;Natural Ambition&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Natural Ambition&#039;&#039;&#039; &amp;lt;small&amp;gt;(human)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.&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; alt=&amp;quot;Pet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Pet&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don&#039;t need to attempt a Nature check. A pet can&#039;t make Strikes.&lt;br /&gt;
: &#039;&#039;&#039;Level&#039;&#039;&#039; Your pet&#039;s level is equal to yours.&lt;br /&gt;
: &#039;&#039;&#039;Modifiers and AC&#039;&#039;&#039; Your pet&#039;s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn&#039;t have or use its own attribute modifiers and can never benefit from item bonuses.&lt;br /&gt;
: &#039;&#039;&#039;Hit Points&#039;&#039;&#039; Your pet has 5 Hit Points per level.&lt;br /&gt;
: &#039;&#039;&#039;Senses&#039;&#039;&#039; Your pet has low-light vision and can gain additional senses from pet abilities.&lt;br /&gt;
: &#039;&#039;&#039;Speed&#039;&#039;&#039; Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.&lt;br /&gt;
: &#039;&#039;&#039;Pet Abilities&#039;&#039;&#039; When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can&#039;t be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.&lt;br /&gt;
:* &#039;&#039;&#039;Amphibious&#039;&#039;&#039; It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.&lt;br /&gt;
:* &#039;&#039;&#039;Burrower&#039;&#039;&#039; It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.&lt;br /&gt;
:* &#039;&#039;&#039;Climber&#039;&#039;&#039; It gains a climb Speed of 25 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Darkvision&#039;&#039;&#039; It gains darkvision.&lt;br /&gt;
:* &#039;&#039;&#039;Echolocation&#039;&#039;&#039; Your pet can use hearing as a precise sense within 20 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Fast&#039;&#039;&#039; Movement Increase one of the pet&#039;s Speeds from 25 feet to 40 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Flier&#039;&#039;&#039; It gains a fly Speed of 25 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Manual Dexterity&#039;&#039;&#039; It can use up to two of its limbs as if they were hands to perform manipulate actions.&lt;br /&gt;
:* &#039;&#039;&#039;Scent&#039;&#039;&#039; Your pet can use scent as an imprecise sense within 30 feet&lt;br /&gt;
:* &#039;&#039;&#039;Tough&#039;&#039;&#039; Your pet&#039;s max HP increase by 2 per level.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/spellstrike.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Spellstrike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Spellstrike&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.&lt;br /&gt;
: ==== Spellstrike Specifics ====&lt;br /&gt;
: Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.&lt;br /&gt;
: &#039;&#039;&#039;One Target&#039;&#039;&#039; The spell targets only the target of your Strike, even if it normally allows more targets. This includes area spells, which only the target attempts a saving throw against. Any ongoing effects of the area, such as the difficult terrain from scatter scree, affect only the target&#039;s space. Some feats let you affect more creatures.&lt;br /&gt;
: &#039;&#039;&#039;Reach:&#039;&#039;&#039; The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, gouging claw would affect a creature beyond the reach of your hand if you used a weapon with reach, and frostbite would affect only a creature in your weapon&#039;s reach, even though the spell&#039;s range is longer.&lt;br /&gt;
: &#039;&#039;&#039;Ancillary Effects&#039;&#039;&#039; Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, scatter scree would still create difficult terrain in the target&#039;s space (as mentioned above) and tangle vine&#039;s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.&lt;br /&gt;
: &#039;&#039;&#039;Multiple Defenses&#039;&#039;&#039; Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target: If the target you hit wouldn&#039;t be a valid target for the spell, the spell is still expended but doesn&#039;t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.&lt;br /&gt;
: &#039;&#039;&#039;Variable Actions&#039;&#039;&#039; Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can&#039;t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.&lt;br /&gt;
: &#039;&#039;&#039;Spellshape&#039;&#039;&#039; You typically can&#039;t use spellshape with Spellstrike because spellshape actions require the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn&#039;t qualify.&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; alt=&amp;quot;Arcane Cascade&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Cascade&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, magus, stance)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.&lt;br /&gt;
: You divert a portion of the spell&#039;s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you&#039;re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.&lt;br /&gt;
: If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Spellstrike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Spellstrike&#039;&#039;&#039; &amp;lt;small&amp;gt;(magus)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; until recharged (see below)&lt;br /&gt;
: You channel a spell into a punch or sword thrust to deliver a combined attack. You cast a spell that takes 1 or 2 actions to cast and requires either a spell attack roll or a saving throw. You imbue its effects into an attack instead of executing the spell normally. Make a melee Strike with a weapon or unarmed attack. This counts as two attacks for your multiple attack penalty, but you don&#039;t apply the penalty until after you&#039;ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. If the spell required a spell attack roll, use your Strike&#039;s results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected.&lt;br /&gt;
: After you use Spellstrike, you can&#039;t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn&#039;t recharge your Spellstrike.&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/default-icons/weapon.svg&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Liuyedao&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 slashing • Martial Sword • Traits: Agile, Deadly-D4, Finesse, Sweep, Versatile-P • 3 gp&lt;br /&gt;
The liuyedao, or willow-leaf saber, is a common, one-handed military saber with a moderately curved blade designed for slashing and chopping attacks.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Liuyedao&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 3 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/scroll-robes.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Scroll Robes&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +0 • Unarmored • Dex Cap +5 • Traits: Inscribed • 15 sp&lt;br /&gt;
Scroll robes are composed of paper alchemically treated for strength and flexibility. A layered structure prevents cutting and tearing, and for the purpose of calculating damage, the robes are considered to be cloth. The paper accepts all sorts of decoration, including magical writing, as detailed in the inscribed trait.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Scroll Robes&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 15 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/icons/sundries/scrolls/scroll-symbol-eye-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Scroll of Hydraulic Push (Rank 1)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Scroll • Traits: Attack, Concentrate, Consumable, Magical, Manipulate, Scroll, Water • 4 gp&lt;br /&gt;
Hydraulic Push&lt;br /&gt;
Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.&lt;br /&gt;
&lt;br /&gt;
The spell must appear on your spell list. Because you&amp;amp;#x27;re the one Casting the Spell, use your spell attack modifier and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).&lt;br /&gt;
&lt;br /&gt;
Any physical costs are provided when a scroll is created, so you don&amp;amp;#x27;t need to provide them whe…&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Scroll of Hydraulic Push (Rank 1)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/held-items/grappling-gun.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Grappling Gun&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 gp&lt;br /&gt;
This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel&amp;amp;#x27;s crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Grappling Gun&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 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/adventuring-gear/grapling-hook.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Grappling Hook&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple weapon proficiency against a DC depending on the target, typically at least DC 20. This attack has the secret trait. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you&amp;amp;#x27;re partway up&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Grappling Hook&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 1 sp&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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/chalk.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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/waterskin.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×5&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×2&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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/gems/moderate-semiprecious-stones/bloodstone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bloodstone&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;25 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bloodstone&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 25 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/treasure/currency/gold-pieces.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 6 || 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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 10 || 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 Prepared Spells (Arcane) — Prepared=====&lt;br /&gt;
; DC 16 | Attack +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(0/1 slots)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/tentacle-drone.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Adhere&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Adhere]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You create a molecular bond between an unattended object you touch (or an object you&#039;re holding) and another object or surface that object is touching. Pulling the object free of that surface requires a successful {Athletics} check against your spell DC to Force Open.&lt;br /&gt;
&lt;br /&gt;
If you instead touch one unoccupied 5-foot square, that surface becomes charged with adhering magic. That space becomes greater difficult terrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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; 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;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You push into the target&#039;s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; The damage increases by 1d6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/hydraulic-push.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Hydraulic Push&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Hydraulic Push]] &amp;lt;small&amp;gt;[attack, concentrate, manipulate, water]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes 6d6 bludgeoning damage and is knocked back 10 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes 3d6 bludgeoning damage and is knocked back 5 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The bludgeoning damage increases by 2d6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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; alt=&amp;quot;Ignition&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Ignition]] &amp;lt;small&amp;gt;[attack, cantrip, concentrate, fire, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target&#039;s AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell&#039;s damage dice to d6s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes double damage and 1d4 persistent fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes full damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.&lt;br /&gt;
&lt;br /&gt;
Scaling Persistent Fire Damage&lt;br /&gt;
&lt;br /&gt;
Scaling Persistent Fire Damage (Melee)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/orange-timer-fire.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Overheat&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Overheat]] &amp;lt;small&amp;gt;[concentrate, fire, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You vent heat toward a nearby target. You deal 2d6 fire damage to the target. On a failed save, the target&#039;s held equipment becomes hot to the touch for the next round. Unless the target drops its currently held equipment at the start of its turn, it takes 3*@item.rank fire damage damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 2d6. Increase the damage of touching affected objects by 3.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target&#039;s AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage. On a critical success, the target takes double damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The bolt&#039;s damage increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/puff-of-poison.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Puff of Poison&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Puff of Poison]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, poison]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You exhale a shimmering cloud of toxic breath at an enemy&#039;s face. The target takes 1d4 poison damage and (ceil(@item.level/2))d4 persistent poison damage, depending on its Fortitude save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The creature is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes half initial damage and no persistent damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; The target takes full initial and persistent damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; The target takes double initial and persistent damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; The initial poison damage increases by 1d4, and the persistent poison damage increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn&#039;t require a hand to use.&lt;br /&gt;
&lt;br /&gt;
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell&#039;s reaction to reduce damage from any spell or magical effect, even if it doesn&#039;t deal physical damage. After you use Shield Block, the spell ends and you can&#039;t cast it again for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Shield&lt;br /&gt;
&lt;br /&gt;
Effect: Shield Immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; The shield&#039;s Hardness increases by 5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/shocking-grasp.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Shocking Grasp&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Shocking Grasp]] &amp;lt;small&amp;gt;[attack, concentrate, electricity, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4+((@item.level)-1) persistent electricity damage damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d12, and the persistent electricity damage increases by 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/air/air-wave-gust-blue.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Slashing Gust&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Slashing Gust]] &amp;lt;small&amp;gt;[air, attack, cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.&lt;br /&gt;
&lt;br /&gt;
Make a spell attack roll against each target&#039;s AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4 bleed damage damage. If you&#039;re attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn&#039;t increase until after both attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes double damage and 1d4 persistent bleed damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes full damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/strike-blade-scimitar-gray-red.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Sure Strike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Sure Strike]] &amp;lt;small&amp;gt;[concentrate, fortune]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being Concealed or Hidden. You are then temporarily immune to &#039;&#039;sure strike&#039;&#039; for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Sure Strike&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/nature/tree-elm-roots-brown.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Take Root&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Take Root]] &amp;lt;small&amp;gt;[cantrip, manipulate, plant, wood]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Take Root&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/nature/root-vine-entangled-hand.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Tangle Vine&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Tangle Vine]] &amp;lt;small&amp;gt;[attack, cantrip, concentrate, manipulate, plant, wood]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Tangle Vine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target gains the Immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; The target is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (2nd)&#039;&#039;&#039; The effects last for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (4th)&#039;&#039;&#039; The effects last for 1 minute.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/chill-touch.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Void Warp&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Void Warp]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, void]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also Enfeebled 1 until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Arcane Focus Spells (Arcane) — Focus=====&lt;br /&gt;
; DC 16 | Attack +6&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/icons/magic/movement/trail-streak-impact-blue.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Dimensional Assault&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Dimensional Assault]] &amp;lt;small&amp;gt;[concentrate, focus, magus, teleportation]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that&#039;s within reach of a creature, and then make a melee Strike against one creature within your reach.&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&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:54&#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=2881</id>
		<title>Characters/Gemynd</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Gemynd&amp;diff=2881"/>
		<updated>2026-07-26T18:54:18Z</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/modules/pf2e-tokens-characters/assets/portraits/pc-goblin-monk.webp?1782710871897&lt;br /&gt;
| level       = 2&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 22/22&lt;br /&gt;
| ac          = 17&lt;br /&gt;
| perception  = +3&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +6&lt;br /&gt;
| reflex      = +7&lt;br /&gt;
| will        = +5&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +0 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +3 | &#039;&#039;&#039;CON&#039;&#039;&#039; +2 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; -1 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +4&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = ysoki&lt;br /&gt;
| wealth      = 1 PP, 13 GP, 12 SP, 8 CP&lt;br /&gt;
| last_kill   = Cave Scorpion (2026-07-07)&lt;br /&gt;
| last_downed = Air Scamp (2026-07-06)&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; 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; 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;XP:&#039;&#039;&#039; 157&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;
== Campaign Notes ==&lt;br /&gt;
Boon of Earth +1 to any save&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;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; 17&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +7 ({{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;
* &#039;&#039;&#039;Active Conditions:&#039;&#039;&#039; Grabbed&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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&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; alt=&amp;quot;Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Dagger ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Finesse, Thrown-10, Versatile-S || +7/+3/-1 || 1d4 piercing&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; alt=&amp;quot;Sling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Sling ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Propulsive || +7/+2/-3 || 1d6 bludgeoning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/consumables/potions/potion-tube-corked-green.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Versatile Vial&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Versatile Vial ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || Acid, Alchemical, Bomb, Consumable, Infused, Splash || +3/-2/-7 || 1d6 acid&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;📊 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 || +3 || +2 || +1 || -1 || +4&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 || +3 || {{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 || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +8 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +4 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Forest || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +4 || {{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;
| Nature || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#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 || +4 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || -1 || {{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 || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +7 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 1 PP, 13 GP, 12 SP, 8 CP || 37.33 gp || 6.7 / 5 enc / 10 max || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&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;✨ Feats &amp;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; 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;
: 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;
: 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Alchemical Crafting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Alchemical Crafting&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.&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; alt=&amp;quot;Cantrip Expansion&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cantrip Expansion&#039;&#039;&#039; &amp;lt;small&amp;gt;(bard, cleric, magus, oracle, psychic, sorcerer, witch, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Bard, Oracle, Sorcerer&#039;&#039;&#039; Study broadens your range of simple spells.&lt;br /&gt;
: &#039;&#039;&#039;Cleric&#039;&#039;&#039; You study a wider range of simple spells.&lt;br /&gt;
: &#039;&#039;&#039;Magus, Wizard&#039;&#039;&#039; Dedicated study allows you to prepare a wider range of simple spells for every situation.&lt;br /&gt;
: &#039;&#039;&#039;Psychic&#039;&#039;&#039; You expand what your mind can accomplish.&lt;br /&gt;
: &#039;&#039;&#039;Witch&#039;&#039;&#039; Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells.&lt;br /&gt;
: &#039;&#039;&#039;Prepared&#039;&#039;&#039; You can prepare two additional cantrips each day.&lt;br /&gt;
: &#039;&#039;&#039;Spontaneous&#039;&#039;&#039; Add two additional cantrips from your spell list to your repertoire.&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; 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;
:* &#039;&#039;&#039;The Distant Grasp:&#039;&#039;&#039; Manipulate physical objects with telekinesis.&lt;br /&gt;
:* &#039;&#039;&#039;The Infinite Eye:&#039;&#039;&#039; Observe the world and weaponize your knowledge.&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;
:* &#039;&#039;&#039;The Silent Whisper:&#039;&#039;&#039; Tap into the thoughts of those around you to soothe or influence.&lt;br /&gt;
:* &#039;&#039;&#039;The Tangible Dream:&#039;&#039;&#039; Weave your imagination into creations of force and light.&lt;br /&gt;
:* &#039;&#039;&#039;The Unbound Step:&#039;&#039;&#039; Bend and traverse space with teleportation and phasing.&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;
: &#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;
: &#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;
: &#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; 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;
: &#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; 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;
: 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; 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;
: 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;
: 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; 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;
: 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;
: 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;
: 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;
: ==== &#039;&#039;&#039;Heightening Spells&#039;&#039;&#039; ====&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;
: ==== &#039;&#039;&#039;Cantrips&#039;&#039;&#039; ====&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;
: 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-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Seasoned&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Seasoned&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.&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; 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;
: 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;
: 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;
: &#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&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;
: &#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;
: 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;
: 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;
: &#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&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;
: &#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;
: 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;
: 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;
: &#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&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;
: &#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;
: 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;
: 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;
: &#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&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;
: &#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;
: 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;
: 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;
: &#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&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;
: 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; 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;
:* Emotional Acceptance (Cha): Throwing yourself headlong into your emotions is what lets you access your power.&lt;br /&gt;
:* Gathered Lore (Int): Tutors taught you specific axioms and lessons to help you harness your mind.&lt;br /&gt;
:* Precise Discipline (Int): Meticulously aligning your thoughts brings your mental power into reality.&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; 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;
: &#039;&#039;&#039;Granted Spells&#039;&#039;&#039;&lt;br /&gt;
:* 1st: Mindlink&lt;br /&gt;
:* 2nd: Stupefy&lt;br /&gt;
:* 3rd: Heroism&lt;br /&gt;
:* 4th: Telepathy&lt;br /&gt;
:* 5th: Synaptic Pulse&lt;br /&gt;
:* 6th: Sending&lt;br /&gt;
:* 7th: Visions of Danger&lt;br /&gt;
:* 8th: Uncontrollable Dance&lt;br /&gt;
:* 9th: Telepathic Demand&lt;br /&gt;
: &#039;&#039;&#039;Standard Psi Cantrips&#039;&#039;&#039;&lt;br /&gt;
: Daze&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;
: &#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;
: &#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;
: Message&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;
: &#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;
: &#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;
: &#039;&#039;&#039;Unique Psi Cantrips&#039;&#039;&#039;&lt;br /&gt;
: surface: Forbidden Thought&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;
: deeper: Shatter Mind&lt;br /&gt;
: &#039;&#039;&#039;Amp&#039;&#039;&#039; You increase the area of the spell to your choice of a 30-foot cone or 60-foot cone, 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;
: deepest: Contagious Idea&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; 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/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Wandering Chef Dedication&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Wandering Chef Dedication&#039;&#039;&#039; &amp;lt;small&amp;gt;(archetype, dedication)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Whether trained in a noble kitchen or a humble home, you know how to cook delicious dishes and source ingredients from the wilderness or urban settings. You become trained in Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You can use cookware instead of an alchemist&#039;s toolkit to craft alchemical foods. When using the Subsist downtime activity, you can use Crafting or Cooking Lore in place of Survival, and if you roll a failure, you get a success instead.&lt;br /&gt;
: You gain the Quick Alchemy benefits, but can use it only to create consumables, and the consumables must be alchemical food. Any items you choose with Alchemical Crafting must be alchemical food, but they can be 1st level or 2nd level instead of only 1st level.&lt;br /&gt;
: You create up to 4 versatile vials during your daily preparations. Typically, a wandering chef&#039;s versatile vials take the form of parcels of foraged ingredients.&lt;br /&gt;
: Wandering Chef&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; 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;
: 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;
: &#039;&#039;&#039;Key Ability&#039;&#039;&#039; Your key ability score is Charisma.&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; 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/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Quick Alchemy&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Quick Alchemy&#039;&#039;&#039; &amp;lt;small&amp;gt;(alchemist, manipulate)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re either holding or wearing an Alchemist&#039;s Toolkit. and you have a free hand.&lt;br /&gt;
: You can either use up a versatile vial to make another alchemical consumable at a moment&#039;s notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.&lt;br /&gt;
:* &#039;&#039;&#039;Create Consumable&#039;&#039;&#039; You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that&#039;s in your formula book. You don&#039;t have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)&lt;br /&gt;
:*&lt;br /&gt;
: &#039;&#039;&#039;Quick Vial&#039;&#039;&#039; You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can&#039;t be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.&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; 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;
: &#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;
: 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;
:* You&#039;re constantly surrounded by the visual manifestation of your psychic magic.&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;
:* 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; alt=&amp;quot;Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 piercing • Simple Knife • Reload - • Traits: Agile, Finesse, Thrown-10, Versatile-S • 2 sp&lt;br /&gt;
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Dagger&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Sling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 bludgeoning • Simple Sling • Range 50 ft. • Reload 1 • Traits: Propulsive&lt;br /&gt;
Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Sling&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/consumables/potions/potion-tube-corked-green.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Versatile Vial&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 acid • Martial Bomb • Range 20 ft. • Reload - • Traits: Acid, Alchemical, Bomb, Consumable, Infused, Splash&lt;br /&gt;
This tiny glass flask contains volatile chemicals that can be used offensively in a pinch. The bomb deals acid damage and acid splash damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Versatile Vial&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 4 || 0 || 1 || —&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; alt=&amp;quot;Explorer&amp;amp;#x27;s Clothing&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +0 • Unarmored • Dex Cap +5 • Traits: Comfort • 1 sp&lt;br /&gt;
Adventurers who don&amp;amp;#x27;t wear armor travel in durable clothing. Though it&amp;amp;#x27;s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Explorer&amp;amp;#x27;s Clothing&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Sling Bullets&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Traits: Consumable • 1 cp&lt;br /&gt;
These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Sling Bullets&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Compass&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&lt;br /&gt;
A compass helps you Sense Direction or navigate, provided you&amp;amp;#x27;re in a location with uniform magnetic fields. Without a compass, you take a -2 item penalty to these checks (similar to using a shoddy item).&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Compass&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Thieves&amp;amp;#x27; Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 gp&lt;br /&gt;
You need a thieves&amp;amp;#x27; toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill.&lt;br /&gt;
&lt;br /&gt;
If your thieves&amp;amp;#x27; toolkit is broken, you can repair it by replacing the lock picks with Replacement Picks appropriate to your toolkit; this doesn&amp;amp;#x27;t require using the Repair action. If you wear your thieves&amp;amp;#x27; toolkit, you can draw and replace it as part of the action that uses it.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Thieves&amp;amp;#x27; Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Clothing (Cold-Weather)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Clothing (Cold-Weather)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Crowbar&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
When Forcing Open an object that doesn&amp;amp;#x27;t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Crowbar&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Tent (Pup)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;8 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Tent (Pup)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Folding Ladder&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 gp&lt;br /&gt;
Bulk 1 (3 unfolded)&lt;br /&gt;
&lt;br /&gt;
This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total Interact actions, which don&amp;amp;#x27;t need to consecutive.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Folding Ladder&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Marvelous Miniature (Campfire)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • Traits: Consumable, Expandable, Magical • 1 gp&lt;br /&gt;
Activate 1 (manipulate)&lt;br /&gt;
&lt;br /&gt;
Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica&amp;amp;#x27;s base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can…&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Marvelous Miniature (Campfire)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;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;16&amp;quot; alt=&amp;quot;Thieves&amp;amp;#x27; Toolkit (Replacement Picks)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 sp&lt;br /&gt;
These are replacement picks for a Thieves&amp;amp;#x27; Toolkit.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Thieves&amp;amp;#x27; Toolkit (Replacement Picks)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Climbing Kit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you&amp;amp;#x27;re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Climbing Kit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Copper Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Copper Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 8 || 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; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 13 || 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/platinum-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Platinum Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 pp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Platinum Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 1 pp&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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 12 || 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;
; DC 18 | Attack +8&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; 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;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You push into the target&#039;s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; The damage increases by 1d6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You place a psychic lock in a foe&#039;s mind that prevents it from a specific action. Choose &amp;quot;Strike,&amp;quot; &amp;quot;Stride,&amp;quot; &amp;quot;Cast a Spell,&amp;quot; or a specific action you know the creature to have (such as &amp;quot;Breath Weapon&amp;quot; against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 2d6 mental damage (with a basic Will save). The target is then temporarily immune for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You mouth words quietly, but instead of coming out of your mouth, they&#039;re transferred directly to the ears of the target. While others can&#039;t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (3rd)&#039;&#039;&#039; The spell&#039;s range increases to 500 feet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Occult Spontaneous Spells (Occult) — Spontaneous=====&lt;br /&gt;
; DC 18 | Attack +8&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/command.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Command&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Command]] &amp;lt;small&amp;gt;[auditory, concentrate, linguistic, manipulate, mental]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You shout a command that&#039;s hard to ignore. You can command the target to approach you, run away (as if it had the Fleeing condition), release what it&#039;s holding, drop Prone, or stand in place. It can&#039;t Delay or take any reactions until it has obeyed your command. The effects depend on the target&#039;s Will save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The creature is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; For the first action on its next turn, the creature must use a single action to do as you command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; The target must use all its actions on its next turn to obey your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (5th)&#039;&#039;&#039; You can target up to 10 creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; You fire one additional shard with each action you spend.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/guidance.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Guidance&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Guidance]] &amp;lt;small&amp;gt;[cantrip, concentrate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Guidance&lt;br /&gt;
&lt;br /&gt;
Effect: Guidance Immunity&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/tech/antenna-powered-purple.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Haunting Hymn&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Haunting Hymn]] &amp;lt;small&amp;gt;[auditory, cantrip, concentrate, manipulate, sonic]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You echo a jarring hymn that only creatures in the area can hear. The hymn deals 1d8 sonic damage, with a basic Fortitude save. If a target critically fails the save, it&#039;s also Deafened for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; The damage increases by 1d8.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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; alt=&amp;quot;Mindlink&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Mindlink]] &amp;lt;small&amp;gt;[concentrate, manipulate, mental]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You link your mind to the target&#039;s mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target&#039;s AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage. On a critical success, the target takes double damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The bolt&#039;s damage increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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; 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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn&#039;t require a hand to use.&lt;br /&gt;
&lt;br /&gt;
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell&#039;s reaction to reduce damage from any spell or magical effect, even if it doesn&#039;t deal physical damage. After you use Shield Block, the spell ends and you can&#039;t cast it again for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Shield&lt;br /&gt;
&lt;br /&gt;
Effect: Shield Immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+2)&#039;&#039;&#039; The shield&#039;s Hardness increases by 5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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; alt=&amp;quot;Telekinetic Hand&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Telekinetic Hand]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (3rd)&#039;&#039;&#039; You can target an unattended object with a Bulk of 1 or less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (5th)&#039;&#039;&#039; The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (7th)&#039;&#039;&#039; The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Occult Innate Spells (Occult) — Innate=====&lt;br /&gt;
; DC 18 | Attack +8&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/ghost-sound.webp&amp;quot; width=&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]] &amp;lt;small&amp;gt;[cantrip, concentrate, illusion, manipulate, subtle]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can&#039;t include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the &#039;&#039;figment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Figment&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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; alt=&amp;quot;Ignition&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Ignition]] &amp;lt;small&amp;gt;[attack, cantrip, concentrate, fire, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target&#039;s AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell&#039;s damage dice to d6s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes double damage and 1d4 persistent fire damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes full damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.&lt;br /&gt;
&lt;br /&gt;
Scaling Persistent Fire Damage&lt;br /&gt;
&lt;br /&gt;
Scaling Persistent Fire Damage (Melee)&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&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Schmidt_Tricker&amp;diff=2880</id>
		<title>Characters/Schmidt Tricker</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Schmidt_Tricker&amp;diff=2880"/>
		<updated>2026-07-26T18:54:18Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Schmidt Tricker =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Schmidt Tricker&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/assets/Images/Portraits/Redhead%20halfling.png?1783038056597&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 15/15&lt;br /&gt;
| ac          = 18&lt;br /&gt;
| perception  = +6&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +4&lt;br /&gt;
| reflex      = +8&lt;br /&gt;
| will        = +6&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +1 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +3 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +3 | &#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          = 21&lt;br /&gt;
| gender       = she/her&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = dwarven, fey&lt;br /&gt;
| wealth      = 6 GP, 1 SP&lt;br /&gt;
| last_kill   = Pirate Goblin (2026-07-14)&lt;br /&gt;
| last_downed = Pirate (2026-07-14)&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/halfling.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Halfling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Halfling&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/observant-halfling.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Observant Halfling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Observant Halfling&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Criminal&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/rogue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Rogue&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rogue&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 840&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; dwarven, fey&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 21&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 2&#039;11&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 30 lbs&lt;br /&gt;
* &#039;&#039;&#039;Nationality:&#039;&#039;&#039; Murt&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Red hair, blue eyes, light skin&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;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; 15/15&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 18&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#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; +8 ({{color|#4682b4|&#039;&#039;&#039;Expert&#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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/hand/gauntlet-tooled-steel.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bladed Gauntlet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Bladed Gauntlet ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Finesse, Free-Hand, Modular || +6/+2/-2 || 1d4+1 slashing&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; alt=&amp;quot;Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Dagger ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Finesse, Thrown-10, Versatile-S || +6/+2/-2 || 1d4+1 piercing&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/hand/gauntlet-tooled-steel.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bladed Gauntlet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Bladed Gauntlet ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Finesse, Free-Hand, Modular || +6/+2/-2 || 1d4+1 slashing&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-ornate-wood.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Halfling Sling Staff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Halfling Sling Staff ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Halfling, Propulsive || +6/+1/-4 || 1d8 bludgeoning&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;📊 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 || +3 || +1 || +3 || +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 || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +3 || {{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 || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +3 || {{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 || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Underworld Lore || +6 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 6 GP, 1 SP || 37.62 gp || 5.4 / 6 enc / 11 max || 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;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/observant-halfling.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Observant Halfling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Observant Halfling&#039;&#039;&#039;&lt;br /&gt;
: Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Criminal&#039;&#039;&#039;&lt;br /&gt;
: As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.&lt;br /&gt;
: Choose two attribute boosts. One must be to &#039;&#039;&#039;Dexterity&#039;&#039;&#039; or &#039;&#039;&#039;Intelligence&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
: You&#039;re trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Cat Fall&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cat Fall&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you&#039;re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you&#039;re a master. If you&#039;re legendary in Acrobatics, you always land on your feet and don&#039;t take damage, regardless of the distance of the fall.&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; alt=&amp;quot;Experienced Smuggler&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Experienced Smuggler&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you&#039;ve Concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you&#039;re a master in Stealth, the GM uses the number rolled or 15, and if you&#039;re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for Hidden items.&lt;br /&gt;
: &#039;&#039;&#039;PFS Note&#039;&#039;&#039; This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).&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; alt=&amp;quot;Halfling Weapon Familiarity&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Halfling Weapon Familiarity&#039;&#039;&#039; &amp;lt;small&amp;gt;(halfling)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You favor traditional halfling weapons, so you&#039;ve learned how to use them more effectively. You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.&lt;br /&gt;
: At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/keen-eyes.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Keen Eyes&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Keen Eyes&#039;&#039;&#039; &amp;lt;small&amp;gt;(halfling)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your eyes are sharp, allowing you to make out small details about Concealed or even Invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/documents/document-sealed-signatures-red.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Rogue&amp;amp;#x27;s Racket&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Rogue&#039;s Racket&#039;&#039;&#039; &amp;lt;small&amp;gt;(rogue)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve begun to develop your techniques and approach to a job, while building your reputation in rogues&#039; circles. Choose a rogue&#039;s racket from the list below.&lt;br /&gt;
: Eldritch Trickster&lt;br /&gt;
: Mastermind&lt;br /&gt;
: Ruffian&lt;br /&gt;
: Scoundrel&lt;br /&gt;
: Thief&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/strike-dagger-skull-white.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Ruffian&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Ruffian&#039;&#039;&#039; &amp;lt;small&amp;gt;(rogue)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You prefer the direct approach: strong-arming or intimidation. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family&#039;s power.&lt;br /&gt;
: You use whatever tools you have to get the job done. You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn&#039;t apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.) Critical hits you make with these weapons gain the weapon&#039;s critical specialization benefit if the target is Off-Guard to you.&lt;br /&gt;
: You&#039;re trained in Intimidation and medium armor. You can choose Strength as your key attribute. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/sneak-attack.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Sneak Attack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; &amp;lt;small&amp;gt;(rogue)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When your enemy can&#039;t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the Off-Guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.&lt;br /&gt;
: As your level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/surprice-attack.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Surprise Attack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Surprise Attack&#039;&#039;&#039; &amp;lt;small&amp;gt;(rogue)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven&#039;t acted are Off-Guard to you.&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; alt=&amp;quot;Twin Feint&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Twin Feint&#039;&#039;&#039; &amp;lt;small&amp;gt;(rogue)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are wielding two melee weapons, each in a different hand.&lt;br /&gt;
: You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically Off-Guard against the second attack. Apply your multiple attack penalty to the Strikes normally.&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; alt=&amp;quot;Feint&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Feint&#039;&#039;&#039; &amp;lt;small&amp;gt;(mental)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are within melee reach of the target you attempt to Feint.&lt;br /&gt;
: With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a {Deception} check against your target&#039;s Perception DC.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You throw your enemy&#039;s defenses against you entirely off. The target is Off-Guard against melee attacks that you attempt against it until the end of your next turn.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.&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/equipment/hand/gauntlet-tooled-steel.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bladed Gauntlet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 slashing • Martial Brawling • Traits: Agile, Finesse, Free-Hand, Modular • 5 gp&lt;br /&gt;
A dagger attached to a retractable mechanism is integrated in this gauntlet&amp;amp;#x27;s dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy&amp;amp;#x27;s armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn&amp;amp;#x27;t removable, and thus can&amp;amp;#x27;t be wielded or etched with runes separately from the gauntlet.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bladed Gauntlet&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 5 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/hand/gauntlet-tooled-steel.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bladed Gauntlet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 slashing • Martial Brawling • Traits: Agile, Finesse, Free-Hand, Modular • 5 gp&lt;br /&gt;
A dagger attached to a retractable mechanism is integrated in this gauntlet&amp;amp;#x27;s dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy&amp;amp;#x27;s armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn&amp;amp;#x27;t removable, and thus can&amp;amp;#x27;t be wielded or etched with runes separately from the gauntlet.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bladed Gauntlet&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 5 gp&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; alt=&amp;quot;Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 piercing • Simple Knife • Reload - • Traits: Agile, Finesse, Thrown-10, Versatile-S • 2 sp&lt;br /&gt;
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Dagger&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/icons/weapons/staves/staff-ornate-wood.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Halfling Sling Staff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d8 bludgeoning • Martial Sling • Range 80 ft. • Reload 1 • Traits: Halfling, Propulsive • 5 gp&lt;br /&gt;
This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Halfling Sling Staff&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 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/icons/equipment/chest/breastplate-metal-scaled-grey.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Scale Mail&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +3 • Medium • Dex Cap +2 • Str 2 • Check -2 • Speed -5 ft. • 4 gp&lt;br /&gt;
Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Scale Mail&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 2 || 0 || 4 gp&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; alt=&amp;quot;Sling Bullets&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Traits: Consumable • 1 cp&lt;br /&gt;
These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Sling Bullets&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 15 || 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/equipment/chest/shirt-collared-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Clothing (Ordinary)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
Ordinary clothing is functional with basic tailoring, such as peasant garb, monk&amp;amp;#x27;s robes, or work clothes.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Clothing (Ordinary)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 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/tools/hand/lockpicks-steel-grey.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Thieves&amp;amp;#x27; Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 gp&lt;br /&gt;
You need a thieves&amp;amp;#x27; toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill.&lt;br /&gt;
&lt;br /&gt;
If your thieves&amp;amp;#x27; toolkit is broken, you can repair it by replacing the lock picks with Replacement Picks appropriate to your toolkit; this doesn&amp;amp;#x27;t require using the Repair action. If you wear your thieves&amp;amp;#x27; toolkit, you can draw and replace it as part of the action that uses it.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Thieves&amp;amp;#x27; Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 3 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; alt=&amp;quot;Thieves&amp;amp;#x27; Toolkit (Replacement Picks)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 sp&lt;br /&gt;
These are replacement picks for a Thieves&amp;amp;#x27; Toolkit.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Thieves&amp;amp;#x27; Toolkit (Replacement Picks)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 3 sp&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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/crowbar.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
When Forcing Open an object that doesn&amp;amp;#x27;t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Crowbar&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/held-items/doll.webp&amp;quot; width=&amp;quot;16&amp;quot; alt=&amp;quot;Doll (Surprise)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&lt;br /&gt;
This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Doll (Surprise)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-rounded-clasp-red.webp&amp;quot; width=&amp;quot;16&amp;quot; alt=&amp;quot;Flower Press&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;6 sp&lt;br /&gt;
A flower press resembles a book with wooden covers and straps that tighten down to apply pressure. There are individual pages for multiple plants. Pressing flowers and other plants in this way allows them to be preserved for future study or as ornamentation. It can also be used to make impressions of plants for inclusion in journals and guidebooks instead of illustrations. Most flower presses can contain a dozen or so flowers at a time, each one on a different layer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flower Press&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×2&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/held-items/false-bottomed-mug.webp&amp;quot; width=&amp;quot;16&amp;quot; alt=&amp;quot;False-Bottomed Mug&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
Access Member of the Bellflower Network&lt;br /&gt;
&lt;br /&gt;
This mug looks like any other; however, the bottom part unscrews to reveal a velvet-lined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The Perception DC to discover the false bottom is 15 if someone specifically examines the mug.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;False-Bottomed Mug&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×10&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/chest/chest-simple-box-red.webp&amp;quot; width=&amp;quot;16&amp;quot; alt=&amp;quot;Disguise Kit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 gp&lt;br /&gt;
This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you&amp;amp;#x27;ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Disguise Kit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/equipment/other/med-kit.webp&amp;quot; width=&amp;quot;16&amp;quot; alt=&amp;quot;Hygiene Kit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 sp&lt;br /&gt;
This kit contains all the tools and products needed to practice good grooming and hygiene. Kits designed for specific creatures include supplies (such as scale-care products for vesk or antennae grooming oil for lashuntas or shirrens) that are of less use to other creatures.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Hygiene Kit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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/gems/moderate-semiprecious-stones/bloodstone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bloodstone&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;25 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bloodstone&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 25 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/treasure/currency/gold-pieces.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 6 || 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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 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;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Asteras&amp;diff=2879</id>
		<title>Characters/Asteras</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Asteras&amp;diff=2879"/>
		<updated>2026-07-26T18:54:17Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Asteras =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Asteras&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/assets/Images/Tokens/Minotaur/Ondu-Champion-Battle-for-Zendikar-MtG-Art.png?1782710768842&lt;br /&gt;
| level       = 2&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 38/38&lt;br /&gt;
| ac          = 19&lt;br /&gt;
| perception  = +6&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +10&lt;br /&gt;
| reflex      = +5&lt;br /&gt;
| will        = +8&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +3 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +4 | &#039;&#039;&#039;INT&#039;&#039;&#039; +0 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +2 | &#039;&#039;&#039;CHA&#039;&#039;&#039; -1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| gender       = Male&lt;br /&gt;
| hero_points  = 0&lt;br /&gt;
| wealth      = 1 PP, 17 GP, 8 SP, 3 CP&lt;br /&gt;
| last_kill   = Flash Beetle (2026-07-11)&lt;br /&gt;
| last_downed = Fire Wisp (2026-07-11)&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/minotaur.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Minotaur&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Minotaur&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/environment/wilderness/terrain-river-road-gray.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Roaming Minotaur&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Roaming Minotaur&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/head/helm-spangen-horned-worn.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Warrior&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Warrior&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/modules/sf2e-anachronism/art/class-icons/soldier.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Soldier&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soldier&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 199&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 0&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;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; 38/38&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 19&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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; +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +8 ({{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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&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; alt=&amp;quot;Javelin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Javelin ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Thrown || +5/+0/-5 || 1d6+3 piercing&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/aklys.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Tetsubo&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Tetsubo ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Razing, Shove, Sweep || +7/+2/-3 || 1d10+3 bludgeoning&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;📊 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;
| +3 || +1 || +4 || +0 || +2 || -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 || +7 || {{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 || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#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;
| Intimidation || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +8 || {{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +6 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +2 || {{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 || +6 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 1 PP, 17 GP, 8 SP, 3 CP || 48.43 gp || 7.0 / 8 enc / 13 max || 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;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/environment/wilderness/terrain-river-road-gray.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Roaming Minotaur&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Roaming Minotaur&#039;&#039;&#039;&lt;br /&gt;
: Your hooves are broad and powerful, perfect for clearing away rubble as you step. You become trained in Survival (or another skill if you were already trained in Survival) and gain the Terrain Expertise skill feat. You ignore difficult terrain caused by natural uneven ground while in the terrain chosen for your Terrain Expertise feat.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/head/helm-spangen-horned-worn.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Warrior&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Warrior&#039;&#039;&#039; &amp;lt;small&amp;gt;(bard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break away from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.&lt;br /&gt;
: Choose two attribute boosts. One must be to &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Constitution&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
: You&#039;re trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Battle Medicine&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Battle Medicine&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, healing, manipulate, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re holding or wearing a healer&#039;s toolkit.&lt;br /&gt;
: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn&#039;t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/feat.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Burst of Strength&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Burst of Strength&#039;&#039;&#039; &amp;lt;small&amp;gt;(fortune, soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; once per hour&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; You fail an Athletics check to Disarm, Grapple, Reposition, Shove, or Trip.&lt;br /&gt;
: You draw on your inner reserves and rally yourself to try again. Reroll the triggering check, but you must use the new result, even if it&#039;s worse.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/green-tech-armor-glove.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Close Quarters&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Close Quarters&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: While you have the necessary training to employ heavy weapons, you believe it&#039;s important to keep a backup for when foes get too close. You might be a veteran Veskarium trooper who knows their way around a doshko or a devotee of Zon-Shelyn dealing holy wrath with a painglaive. Blows with heavy close combat weapons hinder your foes just as effectively as when you fire a rotolaser or a missile launcher.&lt;br /&gt;
: As long as you&#039;re wielding a two-handed melee weapon, you meet the requirements for soldier feats that require an area weapon. When you&#039;re using a soldier feat, any two-handed melee weapon you&#039;re wielding gains area (burst 5 feet), and you&#039;re unaffected by your attacks with that weapon. You can make a melee Strike with a two-handed melee weapon instead of a ranged Strike with primary target or any soldier feat. In addition, you gain the Whirling Swipe feat.&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; alt=&amp;quot;Friendly Nudge&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Friendly Nudge&#039;&#039;&#039; &amp;lt;small&amp;gt;(minotaur)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You don&#039;t always have time to wait for your allies to make room, so it&#039;s best to politely move them yourself. Attempt an Athletics check to Shove an ally. You don&#039;t need to have a free hand to attempt this check. If your ally is willing, treat the result as one degree of success higher.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/creatures/abilities/bull-head-horns-glowing.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Horns (Minotaur)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Horns (Minotaur)&#039;&#039;&#039; &amp;lt;small&amp;gt;(minotaur)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed 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; alt=&amp;quot;Intimidating Glare&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Intimidating Glare&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don&#039;t take a penalty if the creature doesn&#039;t understand your language.&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; alt=&amp;quot;Medic Dedication&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Medic Dedication&#039;&#039;&#039; &amp;lt;small&amp;gt;(archetype, dedication)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.&lt;br /&gt;
: Once per day, you can use Battle Medicine on a creature that&#039;s temporarily immune due to having already been treated with Battle Medicine. If you&#039;re a master in Medicine, you can do so once per hour.&lt;br /&gt;
: Medic&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/orange-target-sign.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Primary Target&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Primary Target&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can focus fire on a single target when unleashing the full devastation of your powerful area weaponry. Before you make an area attack with a weapon (such as from the Area Fire or Auto-Fire actions), you can make a ranged Strike as a free action with the same weapon against a single creature in the area, who&#039;s selected as your primary target. If your attack is a burst, you must select the creature closest to the center of the attack. If your attack is a cone or line, you must select the creature closest to you. If two or more creatures are equidistant, you can choose which one is your primary target. On a hit, if your primary target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead. This Strike doesn&#039;t count toward your multiple attack penalty.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/feat.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Shot on the Run&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shot on the Run&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier, traversal)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re wielding an area or automatic weapon.&lt;br /&gt;
: By preparing your weapon while on the move, you ready yourself to fire a salvo as soon as you&#039;re in position. Stride up to your Speed, and then Area Fire or Auto-Fire.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/cerulean-star.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Soldier Fighting Style&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Soldier Fighting Style&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: As a soldier, you train using a specific style of fighting. Your style determines how you approach combat and often changes how you take advantage of your ability to suppress targets. Choose a soldier fighting style.&lt;br /&gt;
: Action Hero&lt;br /&gt;
: Armor Storm&lt;br /&gt;
: Bombard&lt;br /&gt;
: Close Quarters&lt;br /&gt;
: Erudite Warrior&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/red-bullets-in-flight.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Suppressing Fire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Suppressing Fire&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You have a knack for using powerful weapons to harry your foes and hinder their movement, preventing them from operating at their peak. If you make an attack with a weapon that has the area trait (such as from the Area Fire or Auto-Fire actions), you use it in a manner that suppresses your targets. Enemies in the affected area who fail their save against your attack become Suppressed until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds. Some soldier abilities and class feats interact further with the suppressed condition.&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; alt=&amp;quot;Terrain Expertise (Plains)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Terrain Expertise (Plains)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; You can select this feat more than once, choosing a different type of terrain each time.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/yellow-tech-remnant.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Walking Armory&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Walking Armory&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your endurance training empowers you to carry a load of heavy equipment. When determining your Strength for using armor, you can instead choose to use your Constitution modifier. If you already meet the Strength requirement for the armor you&#039;re wearing, reduce that armor&#039;s Bulk by 1 (to a minimum of 1).&lt;br /&gt;
: In addition, increase the amount of Bulk you can carry before becoming encumbered by half your Constitution modifier rounded up. Increase your maximum carried Bulk by your Constitution modifier.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/feat.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Whirling Swipe&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Whirling Swipe&#039;&#039;&#039; &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re wielding a two-handed melee weapon.&lt;br /&gt;
: You swipe your weapon in a wide swing to create a deadly arc. Your weapon gains the area (burst 5 feet) and unwieldy traits until the end of the turn. If your weapon has reach, the burst radius becomes the reach of your weapon. Area Fire with the required weapon, centering the burst on a corner of a square you occupy. You&#039;re excluded from the burst. If you&#039;re using a weapon with the backswing or sweep trait, you gain a +1 circumstance bonus to the save DC of the attack. If you have the primary target class feature, the primary target Strike you make is a melee Strike, rather than a ranged 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;
&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/javelin.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 piercing • Simple Dart • Range 30 ft. • Reload - • Traits: Thrown • 1 sp&lt;br /&gt;
This thin spear is well balanced for throwing but is not designed for melee use.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Javelin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 10 || 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/systems/pf2e/icons/equipment/weapons/aklys.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Tetsubo&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d10 bludgeoning • Martial Club • Traits: Razing, Shove, Sweep • 3 gp&lt;br /&gt;
The tetsubo is a war club constructed out of heavy wood shod with iron studs, designed for smashing through armor and defenses. A tetsubo made entirely out of metal might also be referred to as a kanabo.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Tetsubo&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 3 || 0 || 3 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; alt=&amp;quot;Chain Mail&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +4 • Medium • Dex Cap +1 • Str 3 • Check -2 • Speed -5 ft. • Traits: Flexible, Noisy • 6 gp&lt;br /&gt;
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chain Mail&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 2 || 0 || 6 gp&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/consumables/talismans/potency-crystal.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Potency Crystal&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Talisman • Traits: Consumable, Magical, Talisman • 4 gp&lt;br /&gt;
Activate F (concentrate)&lt;br /&gt;
&lt;br /&gt;
Trigger You make an attack with the affixed weapon, but you haven&amp;amp;#x27;t rolled yet&lt;br /&gt;
&lt;br /&gt;
This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice.&lt;br /&gt;
&lt;br /&gt;
Effect: Potency Crystal&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Potency Crystal&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 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/icons/containers/bags/pouch-gold-green.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Healer&amp;amp;#x27;s Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 gp&lt;br /&gt;
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer&amp;amp;#x27;s toolkit, you can draw and replace its tools as part of the action that uses them.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Healer&amp;amp;#x27;s Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/waterskin.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×10&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×5&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; alt=&amp;quot;Copper Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Copper Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 3 || 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; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 17 || 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/platinum-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Platinum Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 pp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Platinum Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 1 pp&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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 8 || 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;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Skret_Vestec&amp;diff=2878</id>
		<title>Characters/Skret Vestec</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Skret_Vestec&amp;diff=2878"/>
		<updated>2026-07-26T18:54:17Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Skret Vestec =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Skret Vestec&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/assets/Images/Portraits/d5cv1kw-440671ae-f5a3-4667-99cb-9204cfcb1294.jpg?1783043357147&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 22/22&lt;br /&gt;
| ac          = 17&lt;br /&gt;
| perception  = +7&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +5&lt;br /&gt;
| reflex      = +5&lt;br /&gt;
| will        = +9&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; +2 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +4 | &#039;&#039;&#039;CHA&#039;&#039;&#039; -2&lt;br /&gt;
| key_ability  = WIS&lt;br /&gt;
| age          = 30s&lt;br /&gt;
| gender       = He/Him&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| focus        = 2/2&lt;br /&gt;
| languages   = draconic&lt;br /&gt;
| wealth      = 21 GP, 9 SP, 8 CP&lt;br /&gt;
| last_kill   = Flash Beetle (2026-07-11)&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/orc.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Orc&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Orc&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/hold-scarred-orc.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Hold-Scarred Orc&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Hold-Scarred Orc&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Seer of the Dead&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Animist&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; WIS&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 665&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Focus Points:&#039;&#039;&#039; 2/2&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; draconic&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 30s&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;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; 17&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#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; +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +9 ({{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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&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; alt=&amp;quot;Staff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Staff ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Monk, Two-Hand-D8 || +4/-1/-6 || 1d4+1 bludgeoning&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; alt=&amp;quot;Sling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Sling ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Propulsive || +5/+0/-5 || 1d6 bludgeoning&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;📊 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 || +2 || +1 || +4 || -2&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 || +1 || {{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 || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || -2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || -2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Fortune-Telling Lore || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || -2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Mountain || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Lore || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +7 || {{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 || -2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| River || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| River Lore || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Sailing || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Scouting || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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;
| Undead || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Underworld Lore || +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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 21 GP, 9 SP, 8 CP || 30 gp || 5.9 / 6 enc / 11 max || 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;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/hold-scarred-orc.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Hold-Scarred Orc&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Hold-Scarred Orc&#039;&#039;&#039;&lt;br /&gt;
: You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Seer of the Dead&#039;&#039;&#039;&lt;br /&gt;
: You have long been gifted with the ability to see and speak with the departed. This could have manifested at your birth or when a chance encounter linked you inextricably to the spirits of the dead. Their constant presence might feel like a curse, or it might provide you with welcome companionship.&lt;br /&gt;
: You gain one ability boost. It must be to &#039;&#039;&#039;Constitution&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039;.&lt;br /&gt;
: You&#039;re trained in Religion and Undead Lore. You gain the effects of the Spirit Sense spell at all times.&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/light/hand-sparks-smoke-green.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Animist &amp;amp;amp; Apparition Spellcasting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Animist &amp;amp; Apparition Spellcasting&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your role as a spiritual medium connecting the mortal Universe to the realms beyond lets you cast your magic in two distinct ways: you both learn and prepare spells from the divine tradition yourself, and you also channel the knowledge and power of your attuned apparitions, gaining spell slots and a repertoire of spells from them that you can cast spontaneously.&lt;br /&gt;
: Regardless of which source you&#039;re drawing on, you are a spellcaster and can cast spells of the divine tradition using the Cast a Spell activity. As an animist, your incantations might take the form of reciting relevant snippets of legends—stories passed down orally—or they might see you calling nearby spirits to honor ancient vows. Your gestures could be elegant dances or full-body convulsions as generations of memories and otherworldly energies inherited from your spiritual allies surge through you.&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 Wisdom, your spell attack modifiers and spell DC use your Wisdom modifier.&lt;br /&gt;
: The clearly delineated partnership between an animist and their apparitions means you can&#039;t cast your animist spells using your apparition spell slots or vice versa—your magics remain complementary and harmonious, yet as distinct as the two worlds from which they come.&lt;br /&gt;
: ==== Animist Spellcasting ====&lt;br /&gt;
: As a keeper of knowledge, you are constantly learning new techniques and spells. Each day, you can prepare one 1st-rank spell and 2 cantrips from among the common spells on the divine spell list or from other divine spells you&#039;ve gained access to and learned via Learn a Spell. 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. As you increase in level as an animist, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Animist Spells Per Day.&lt;br /&gt;
: You are a prepared spellcaster for the purposes of determining how you interact with staves and other items or effects that differentiate between prepared and spontaneous spellcasters.&lt;br /&gt;
: ==== Apparition Spellcasting ====&lt;br /&gt;
: You can draw upon your attuned apparitions as a second source of magical knowledge and power. You gain additional spontaneous spell slots and a spell repertoire from your attuned apparitions. At first level, you can cast two apparition cantrips and one 1st-rank apparition spell per day. You must have the spell in your apparition spell repertoire to cast it; this is a collection of spells granted to you by all your attuned apparitions. You can cast any spell in your apparition spell repertoire by using an apparition spell slot of an appropriate spell rank. Any of these spells that aren&#039;t normally on the divine list are still divine spells if you cast them this way.&lt;br /&gt;
: As you increase in level, you gain further apparition spell slots, and your apparitions grant you higher-rank apparition spells, as detailed in each apparition entry.&lt;br /&gt;
: ==== Heightening Spells ====&lt;br /&gt;
: When you gain 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. All your apparition spells are signature spells. That means that you can heighten any apparition spell freely by casting it from a higher-rank apparition spell slot, up to the maximum rank of apparition spell you can cast.&lt;br /&gt;
: ==== Cantrips ====&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 rank of animist spell slot you have. For example, as a 1st-level animist, your cantrips are 1st-rank spells, and as a 5th-level animist, your cantrips are 3rd-rank spells.&lt;br /&gt;
: ==== Vessel Spells ====&lt;br /&gt;
: Your primary attuned apparition can use your body as a conduit, allowing you to cast a unique vessel spell. Vessel spells are a type of focus spell. Because vessel spells are a manifestation of a specific apparition, an animist can&#039;t cast or Sustain a specific vessel spell in the same round they have already cast or Sustained it (for example, an animist who has cast earth&#039;s bile during their turn can&#039;t then cast or Sustain another instance of earth&#039;s bile during that same turn).&lt;br /&gt;
: It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to treat with nearby spirits, meditate on resolving an issue pertaining to the balance of spirits and mortals, or tell a story.&lt;br /&gt;
: Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don&#039;t require spell slots, and you can&#039;t cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, though certain feats or abilities adjust this number, but it can never be more than 3 points.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/circled-gem-pink.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Animistic Practice&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Animistic Practice&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: At 1st level, you choose an animistic practice that influences the way your power grows and develops, and you gain its first invocation. At 9th level, you gain its second invocation, and at 17th, you gain its third.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/holy/meditation-chi-focus-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Apparition Attunement&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Apparition Attunement&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Animists have a gift for divine magic that allows them to serve as conduits or bridges for otherworldly spiritual entities known collectively as apparitions; through them, these entities can commune and interact with the physical world in a process called attunement. Apparitions are myriad and diverse: they may be human spirits lingering on the border between becoming phantoms or ghosts, animal spirits with particularly strong connections to the physical world but lacking the malice that would spur a transition into true undeath, manifestations of natural locations that have grown thought and purpose over time, or they may be a different variation altogether.&lt;br /&gt;
: Some animists attune to one or more specific apparitions that accompany them in their travels, forming deep partnerships over time, while others adapt to their surroundings by befriending the local apparitions who dwell wherever the animist&#039;s journey takes them. Each day during your daily preparations, choose two apparitions from the list on page 17 to attune to. Of these, choose one to be your primary apparition. Your attuned apparitions each grant you knowledge in the form of Lore skills and a repertoire of additional spells you can cast using apparition spellcasting (see below), and your primary apparition grants you even further power in the form a unique vessel focus spell and, when you are higher level, a unique avatar form.&lt;br /&gt;
: When you Refocus, you can change which of your currently attuned apparitions is your primary apparition, selecting from any of the apparitions you attuned to during your daily preparations. All your apparitions typically remain attuned to you until your next daily preparations, but some animist abilities can temporarily disperse them, usually in exchange for a powerful boon. If an apparition is dispersed, you lose access to its gifts—you forget its apparition skills, its spells are removed from your apparition spell repertoire, and you can&#039;t use its vessel spell or avatar form—until you attune to it again. When you disperse your primary apparition, one of your remaining apparitions becomes your primary apparition, chosen by you at the time of dispersal.&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; alt=&amp;quot;Diehard&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Diehard&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4.&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; alt=&amp;quot;Orc Ferocity&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Orc Ferocity&#039;&#039;&#039; &amp;lt;small&amp;gt;(orc)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; once per day&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; You would be reduced to 0 Hit Points but not immediately killed.&lt;br /&gt;
: Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your Wounded condition increases by 1.&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; alt=&amp;quot;Pet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Pet&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don&#039;t need to attempt a Nature check. A pet can&#039;t make Strikes.&lt;br /&gt;
: &#039;&#039;&#039;Level&#039;&#039;&#039; Your pet&#039;s level is equal to yours.&lt;br /&gt;
: &#039;&#039;&#039;Modifiers and AC&#039;&#039;&#039; Your pet&#039;s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn&#039;t have or use its own attribute modifiers and can never benefit from item bonuses.&lt;br /&gt;
: &#039;&#039;&#039;Hit Points&#039;&#039;&#039; Your pet has 5 Hit Points per level.&lt;br /&gt;
: &#039;&#039;&#039;Senses&#039;&#039;&#039; Your pet has low-light vision and can gain additional senses from pet abilities.&lt;br /&gt;
: &#039;&#039;&#039;Speed&#039;&#039;&#039; Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.&lt;br /&gt;
: &#039;&#039;&#039;Pet Abilities&#039;&#039;&#039; When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can&#039;t be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.&lt;br /&gt;
:* &#039;&#039;&#039;Amphibious&#039;&#039;&#039; It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.&lt;br /&gt;
:* &#039;&#039;&#039;Burrower&#039;&#039;&#039; It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.&lt;br /&gt;
:* &#039;&#039;&#039;Climber&#039;&#039;&#039; It gains a climb Speed of 25 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Darkvision&#039;&#039;&#039; It gains darkvision.&lt;br /&gt;
:* &#039;&#039;&#039;Echolocation&#039;&#039;&#039; Your pet can use hearing as a precise sense within 20 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Fast&#039;&#039;&#039; Movement Increase one of the pet&#039;s Speeds from 25 feet to 40 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Flier&#039;&#039;&#039; It gains a fly Speed of 25 feet.&lt;br /&gt;
:* &#039;&#039;&#039;Manual Dexterity&#039;&#039;&#039; It can use up to two of its limbs as if they were hands to perform manipulate actions.&lt;br /&gt;
:* &#039;&#039;&#039;Scent&#039;&#039;&#039; Your pet can use scent as an imprecise sense within 30 feet&lt;br /&gt;
:* &#039;&#039;&#039;Tough&#039;&#039;&#039; Your pet&#039;s max HP increase by 2 per level.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/creatures/magical/spirit-mischief-fire-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Shaman&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shaman&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You form close bonds with your apparitions that allow you to invest them with the rare ability to take on a material form and directly affect the physical world.&lt;br /&gt;
: &#039;&#039;&#039;Invocation of Embodiment (1st):&#039;&#039;&#039; You allow your apparition to inhabit a physical form. You gain the Spirit Familiar feat. At 2nd level, you gain the Enhanced Familiar feat.&lt;br /&gt;
: &#039;&#039;&#039;Invocation of Growth (9th):&#039;&#039;&#039; Your bond with the physical form of your chosen apparition grows stronger. You gain the Incredible Familiar feat.&lt;br /&gt;
: &#039;&#039;&#039;Invocation of Otherworldliness (17th):&#039;&#039;&#039; Your apparition familiar becomes ever more powerful, straddling the line between physical and spiritual. Your spirit familiar can take a single action that has the concentrate trait to become incorporeal for 1 minute. It gains the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can&#039;t attempt Strength-based checks (such as Grapple) against corporeal creatures, and corporeal creatures can&#039;t attempt such checks against it. It gains immunity to precision damage and resistance to physical damage (except damage from Strikes with the Ghost Touch property rune) equal to half your level (double against non-magical damage) but weakness to force damage equal to half your level. However, when incorporeal, your spirit familiar can travel no more than 60 feet from you and must maintain line of effect to you; this typically prevents it from moving through walls. Your spirit familiar can Dismiss this effect.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/air/air-wave-gust-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Shepherd of Errant Winds&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shepherd of Errant Winds&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Often spun from eddies in the wake of air elementals, a shepherd of errant winds delights in movement and freedom. They might seek animists in breezy canyons or aboard ships cruising the trade winds, after which the apparition follows an animist to less airy locales. However, a shepherd of errant winds chafes at idleness and stirs up trouble if its surroundings seem too still.&lt;br /&gt;
: &#039;&#039;&#039;Apparition Skill&#039;&#039;&#039; Sailing Lore, Scouting Lore&lt;br /&gt;
: &#039;&#039;&#039;Apparition Spells&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Cantrip&#039;&#039;&#039; Slashing Gust&lt;br /&gt;
:* &#039;&#039;&#039;1st&#039;&#039;&#039; Tailwind&lt;br /&gt;
:* &#039;&#039;&#039;2nd&#039;&#039;&#039; Propulsive Breeze&lt;br /&gt;
:* &#039;&#039;&#039;3rd&#039;&#039;&#039; Wall of Wind&lt;br /&gt;
:* &#039;&#039;&#039;4th&#039;&#039;&#039; Vapor Form&lt;br /&gt;
:* &#039;&#039;&#039;5th&#039;&#039;&#039; Scouting Eye&lt;br /&gt;
:* &#039;&#039;&#039;6th&#039;&#039;&#039; Mislead&lt;br /&gt;
:* &#039;&#039;&#039;7th&#039;&#039;&#039; Vacuum&lt;br /&gt;
:* &#039;&#039;&#039;8th&#039;&#039;&#039; Punishing Winds&lt;br /&gt;
:* &#039;&#039;&#039;9th&#039;&#039;&#039; Wrathful Storm&lt;br /&gt;
: &#039;&#039;&#039;Vessel Spell&#039;&#039;&#039; Gift of the Anemos&lt;br /&gt;
: &#039;&#039;&#039;Avatar&#039;&#039;&#039; &#039;&#039;Avatar Will of the Winds&#039;&#039; Speed 40 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain&lt;br /&gt;
: &#039;&#039;&#039;Melee&#039;&#039;&#039; 1 air blast (air, reach 20 feet), &#039;&#039;&#039;Damage&#039;&#039;&#039; 6d8+6 bludgeoning&lt;br /&gt;
: &#039;&#039;&#039;Ranged&#039;&#039;&#039; 1 thunderclap (electricity, range 120 feet, versatile sonic), &#039;&#039;&#039;Damage&#039;&#039;&#039; 6d6+3 electricity&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; alt=&amp;quot;Spirit Familiar (Animist)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Spirit Familiar (Animist)&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When you attune to your apparitions during your daily preparations, you can choose to dedicate a small amount of your life force to allow one of them to physically manifest as a familiar, which gains the spirit trait. If your familiar is slain or destroyed, you lose all other benefits from the apparition until you remanifest the familiar during your next daily preparations. If you disperse the apparition you have manifested as a familiar, the familiar is destroyed.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/water/water-jet-wave-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Vanguard of Roaring Waters&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Vanguard of Roaring Waters&#039;&#039;&#039; &amp;lt;small&amp;gt;(animist)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Vanguards of roaring waters are found where rivers carve their way through mountains, creating fearsome rapids. They can also be found near bays where rivers meet the sea and create turbulent breakers and unpredictable undertows, coastal reefs that tear the bottoms from unwary ships and isolate islands, or anywhere else where water becomes violent and difficult to navigate safely. Vanguards of roaring waters encourage chaos and are easily bored.&lt;br /&gt;
: &#039;&#039;&#039;Apparition Skills&#039;&#039;&#039; Mountain Lore, River Lore&lt;br /&gt;
: &#039;&#039;&#039;Apparition Spells&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;Cantrip&#039;&#039;&#039; Rousing Splash&lt;br /&gt;
:* &#039;&#039;&#039;1st&#039;&#039;&#039; Hydraulic Push&lt;br /&gt;
:* &#039;&#039;&#039;2nd&#039;&#039;&#039; Mist&lt;br /&gt;
:* &#039;&#039;&#039;3rd&#039;&#039;&#039; Crashing Wave&lt;br /&gt;
:* &#039;&#039;&#039;4th&#039;&#039;&#039; Hydraulic Torrent&lt;br /&gt;
:* &#039;&#039;&#039;5th&#039;&#039;&#039; Control Water&lt;br /&gt;
:* &#039;&#039;&#039;6th&#039;&#039;&#039; Personal Ocean&lt;br /&gt;
:* &#039;&#039;&#039;7th&#039;&#039;&#039; Dancing Fountain&lt;br /&gt;
:* &#039;&#039;&#039;8th&#039;&#039;&#039; Whirlpool&lt;br /&gt;
:* &#039;&#039;&#039;9th&#039;&#039;&#039; Wrathful Storm&lt;br /&gt;
: &#039;&#039;&#039;Vessel Spell&#039;&#039;&#039; River Carving Mountains&lt;br /&gt;
: &#039;&#039;&#039;Avatar&#039;&#039;&#039; &#039;&#039;River that Splits the World&#039;&#039; Speed 50 feet, swim Speed 70 feet&lt;br /&gt;
: &#039;&#039;&#039;Melee&#039;&#039;&#039; 1 parting mountains (reach 15 feet, versatile S, water), &#039;&#039;&#039;Damage&#039;&#039;&#039; 6d10+6 bludgeoning damage&lt;br /&gt;
: &#039;&#039;&#039;Ranged&#039;&#039;&#039; 1 crash into the sea (range 120 feet, versatile P, water), &#039;&#039;&#039;Damage&#039;&#039;&#039; 6d6+6 bludgeoning damage&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/sling.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 bludgeoning • Simple Sling • Range 50 ft. • Reload 1 • Traits: Propulsive&lt;br /&gt;
Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Sling&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || —&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; alt=&amp;quot;Staff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 bludgeoning • Simple Club • Traits: Monk, Two-Hand-D8&lt;br /&gt;
This long piece of wood can aid in walking and deliver a mighty blow.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Staff&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 2 || 1 || 0 || —&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/breastplate-collared-steel-grey.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Kilted Breastplate&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +2 • Light • Dex Cap +3 • Str 1 • Check -1 • Traits: Flexible • 3 gp&lt;br /&gt;
This armor consists of a chest plate, typically made out of bronze or other water-resistant alloys, strapped to the body with a leather harness and featuring a skirt of leather pleats reinforced with metal studs to protect the upper legs.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Kilted Breastplate&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 3 gp&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; alt=&amp;quot;Sling Bullets&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Traits: Consumable • 1 cp&lt;br /&gt;
These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Sling Bullets&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 18 || 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/containers/bags/pouch-gold-green.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Healer&amp;amp;#x27;s Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 gp&lt;br /&gt;
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer&amp;amp;#x27;s toolkit, you can draw and replace its tools as part of the action that uses them.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Healer&amp;amp;#x27;s Toolkit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 gp&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; alt=&amp;quot;Copper Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Copper Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 8 || 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; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 21 || 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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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;
=====Divine Prepared Spells (Divine) — Prepared=====&lt;br /&gt;
; DC 17 | Attack +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(0/1 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/bless.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Bless&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Bless]] &amp;lt;small&amp;gt;[aura, concentrate, manipulate, mental]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation&#039;s radius by 10 feet.&lt;br /&gt;
&lt;br /&gt;
Bless can counteract Bane.&lt;br /&gt;
&lt;br /&gt;
Aura: Bless&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/sonic/explosion-shock-sound-wave.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Concordant Choir&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Concordant Choir]] &amp;lt;small&amp;gt;[concentrate, sonic]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters.&lt;br /&gt;
&lt;br /&gt;
1 The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save.&lt;br /&gt;
&lt;br /&gt;
2 (manipulate) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.&lt;br /&gt;
&lt;br /&gt;
3 (manipulate) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/fear.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Fear&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Fear]] &amp;lt;small&amp;gt;[concentrate, emotion, fear, manipulate, mental]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You plant fear in the target; it must attempt a Will save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target is Frightened 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; The target is Frightened 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; The target is Frightened 3 and Fleeing for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (3rd)&#039;&#039;&#039; You can target up to five creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/guidance.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Guidance&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Guidance]] &amp;lt;small&amp;gt;[cantrip, concentrate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Guidance&lt;br /&gt;
&lt;br /&gt;
Effect: Guidance Immunity&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/harm.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Harm&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Harm]] &amp;lt;small&amp;gt;[manipulate, void]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.&lt;br /&gt;
&lt;br /&gt;
1 The spell has a range of touch.&lt;br /&gt;
&lt;br /&gt;
2 &#039;&#039;&#039;(concentrate)&#039;&#039;&#039; The spell has a range of 30 feet. If you&#039;re healing an undead creature, increase the Hit Points restored by 8.&lt;br /&gt;
&lt;br /&gt;
3 &#039;&#039;&#039;(concentrate)&#039;&#039;&#039; You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/life/cross-worn-green.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Heal&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Heal]] &amp;lt;small&amp;gt;[healing, manipulate, vitality]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.&lt;br /&gt;
&lt;br /&gt;
1 The spell has a range of touch.&lt;br /&gt;
&lt;br /&gt;
2 &#039;&#039;&#039;(concentrate)&#039;&#039;&#039; The spell has a range of 30 feet. If you&#039;re healing a living creature, increase the Hit Points restored by 8.&lt;br /&gt;
&lt;br /&gt;
3 &#039;&#039;&#039;(concentrate)&#039;&#039;&#039; You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/mage-armor.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Mystic Armor&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Mystic Armor]] &amp;lt;small&amp;gt;[concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing &#039;&#039;mystic armor&#039;&#039;, you use your unarmored proficiency to calculate your AC.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Mystic Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (4th)&#039;&#039;&#039; You gain a +1 item bonus to saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (6th)&#039;&#039;&#039; The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (8th)&#039;&#039;&#039; The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (10th)&#039;&#039;&#039; The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/blue-galaxy.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Ricochet&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Ricochet]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, metal]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A spinning disk or smooth orb of shimmering steel leaps from one target to another. You deal 2d4 bludgeoning or slashing damage (with a basic Reflex save).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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-fang.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Runic Body&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Runic Body]] &amp;lt;small&amp;gt;[concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Glowing runes appear on the target&#039;s body. All its unarmed attacks become &#039;&#039;+1 striking&#039;&#039; unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (6th)&#039;&#039;&#039; The unarmed attacks are &#039;&#039;+2 greater striking&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (9th)&#039;&#039;&#039; The unarmed attacks are &#039;&#039;+3 major striking&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Runic Body&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&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-weapon.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Runic Weapon&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Runic Weapon]] &amp;lt;small&amp;gt;[concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a &#039;&#039;+1 striking weapon&#039;&#039;, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (6th)&#039;&#039;&#039; The weapon is &#039;&#039;+2 greater striking&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (9th)&#039;&#039;&#039; The weapon is &#039;&#039;+3 major striking&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Runic Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/death/projectile-skull-flaming-yellow.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Schadenfreude&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Schadenfreude]] &amp;lt;small&amp;gt;[concentrate, emotion, mental]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trigger&#039;&#039;&#039; You critically fail a saving throw against a foe&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The creature is unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The creature is distracted by its amusement and takes a -1 status penalty on Perception checks and Will saves for 1 round. Spell Effect: Schadenfreude (Success)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; The creature is overcome by its amusement and is Stupefied 1 for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; The creature is lost in its amusement and is Stupefied 2 for 1 round and Stunned 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/animate-dead.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Summon Undead&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Summon Undead]] &amp;lt;small&amp;gt;[concentrate, manipulate, summon]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You summon a creature that has the undead trait and whose level is -1 to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened&#039;&#039;&#039; As listed in the summon trait.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/sf2e-anachronism/art/icons/abilities/blue-comet-swirling.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Wisp Ally&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Wisp Ally]] &amp;lt;small&amp;gt;[concentrate, light, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You summon a Tiny bouncing wisp of light that easily distracts even the most determined of combatants. The wisp floats near your target. A wisp doesn&#039;t take up space, grant flanking, or have any other attributes a creature would. The wisp generates bright light in a 10-foot radius. When you Cast the Spell and each time you Sustain the spell, your wisp attempts to distract your target, which must succeed at a Will save or become Off-Guard until the start of your next turn. A creature who critically succeeds becomes immune to wisp ally for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; You create one additional wisp, allowing you to choose a different target. Each wisp you create must have a different target, and all of them attempt to distract their targets at the same time when you cast or Sustain this spell.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Vessel Spells (Divine) — Focus=====&lt;br /&gt;
; DC 17 | Attack +7&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/icons/magic/air/wind-tornado-funnel-damage-blue.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Gift of the Anemos&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Gift of the Anemos]] &amp;lt;small&amp;gt;[air, animist, aura, focus]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Your apparition envelops you in gusting winds that can speed your steps or buffet your foes. When an enemy in the aura critically fails a Strike against you, they must succeed at a Reflex save or become Off-Guard until the end of your next turn. When you cast or sustain this spell, you can either Step, Shove a creature in the aura using your spell attack modifier in place of your Athletics modifier, or jump 10 feet in any direction (you must land on solid ground, or else you fall).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/water/wave-water-teal.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;River Carving Mountains&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[River Carving Mountains]] &amp;lt;small&amp;gt;[animist, focus, water]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Your apparition solidifies around you into roaring water and spraying mist. For the duration of this spell, you have lesser cover against ranged attacks and gain a +10-foot status bonus to each Speed you have. When you first cast this spell and each time you Sustain it, you can Stride up to your speed while your apparition fills each square you pass through with the lingering energy of a coursing river. These squares become difficult terrain until the start of your next turn. You can use &#039;&#039;river carving mountains&#039;&#039; while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: River Carving Mountains&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Apparition Attunement (Divine) — Spontaneous=====&lt;br /&gt;
; DC 17 | Attack +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(0/1 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/hydraulic-push.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Hydraulic Push&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Hydraulic Push]] &amp;lt;small&amp;gt;[attack, concentrate, manipulate, water]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes 6d6 bludgeoning damage and is knocked back 10 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes 3d6 bludgeoning damage and is knocked back 5 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The bludgeoning damage increases by 2d6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/create-water.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Rousing Splash&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Rousing Splash]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, water]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You cause a splash of cold water to descend on an ally&#039;s head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from &#039;&#039;rousing splash&#039;&#039; for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The amount of temporary Hit Points granted increases by 1d4.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Rousing Splash&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/air/air-wave-gust-blue.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Slashing Gust&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Slashing Gust]] &amp;lt;small&amp;gt;[air, attack, cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.&lt;br /&gt;
&lt;br /&gt;
Make a spell attack roll against each target&#039;s AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4 bleed damage damage. If you&#039;re attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn&#039;t increase until after both attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target takes double damage and 1d4 persistent bleed damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; The target takes full damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (+1)&#039;&#039;&#039; The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/longstrider.webp&amp;quot; width=&amp;quot;18&amp;quot; alt=&amp;quot;Tailwind&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Tailwind]] &amp;lt;small&amp;gt;[air, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:2em; font-size:95%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The wind at your back pushes you to find new horizons. You gain a +10-foot status bonus to your Speed.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Tailwind&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heightened (2nd)&#039;&#039;&#039; The duration increases to 8 hours.&lt;br /&gt;
&lt;br /&gt;
Spell Effect: Tailwind (8 hours)&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&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:54&#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=2877</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=2877"/>
		<updated>2026-07-26T18:54:17Z</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/modules/pf2e-tokens-characters/assets/portraits/tanuki-sakemaker.webp?1782359607086&lt;br /&gt;
| level       = 2&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 29/34&lt;br /&gt;
| ac          = 18&lt;br /&gt;
| perception  = +5&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +6&lt;br /&gt;
| reflex      = +9&lt;br /&gt;
| will        = +5&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +2 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +3 | &#039;&#039;&#039;CON&#039;&#039;&#039; +2 | &#039;&#039;&#039;INT&#039;&#039;&#039; +0 | &#039;&#039;&#039;WIS&#039;&#039;&#039; -1 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +3&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 33&lt;br /&gt;
| gender       = He/Him&lt;br /&gt;
| hero_points  = 0&lt;br /&gt;
| wealth      = 16 GP, 6 SP&lt;br /&gt;
| last_kill   = Yellow Musk Brute (2026-07-25)&lt;br /&gt;
| last_downed = Pirate Goblin (2026-07-14)&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; 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/consumables/drinks/alcohol-jug-spirits-brown.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Virtuous Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Virtuous 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; 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;XP:&#039;&#039;&#039; 650&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 0&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;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; 29/34&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 18&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#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|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +9 ({{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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/guns/gun-pistol-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Spark Repeater (Poison)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Spark Repeater (Poison) ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Arcane, Fatal-D8, Repeating, Wood || +7/+3/-1 || 1d4 poison&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/thrown/bolas-stone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bola&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Bola ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Nonlethal, Ranged-Trip, Thrown || +7/+2/-3 || 1d6+2 bludgeoning&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/sword-cane.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Sword Cane&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Sword Cane ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Agile, Concealable, Finesse || +7/+3/-1 || 1d6+2 piercing&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;📊 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 || +3 || +2 || +0 || -1 || +3&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 || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +6 || {{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 || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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;
| Nature || -1 || {{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 || +7 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Sailing || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#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 || +3 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || -1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +7 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| 16 GP, 6 SP || 34.5 gp || 3.6 / 7 enc / 12 max || 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;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/consumables/drinks/alcohol-jug-spirits-brown.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Virtuous Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Virtuous Tanuki&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Many tanuki carry a gourd of alcohol to remind themselves to act with virtue, and by these standards, you&#039;re quite virtuous indeed. You gain poison resistance equal to half your level (minimum 1). You can eat and drink things when you&#039;re Sickened. You can&#039;t become incapacitated by conventional alcohol if you don&#039;t wish to be.&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;
: 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;
: 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;
: 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Brandishing Draw&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Brandishing Draw&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You draw and attack with the same motion. You Interact to draw a weapon, then either Strike or use a one-action finisher. You must still meet any other requirements to use a finisher, and any Strike you make must be made with the weapon you drew.&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; alt=&amp;quot;Captain Dedication&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Captain Dedication&#039;&#039;&#039; &amp;lt;small&amp;gt;(archetype, dedication)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You become trained in your choice of Diplomacy or Intimidation; if you are already trained in both of these skills, you become trained in a skill of your choice. You also gain your choice of the Group Impression or the Group Coercion skill feat. If you already have both of these skill feats, you gain another 1st-level skill feat for which you qualify.&lt;br /&gt;
: You also gain the assistance of a dedicated follower, who has agreed to accompany you on your journeys. They have the minion trait and begin as a novice follower.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; Once you have a follower, you can never take a feat or class feature that grants an animal companion or another companion that prevents you from having an animal companion.&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; alt=&amp;quot;Charming Liar&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Charming Liar&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target&#039;s attitude toward you improves by one step, as though you&#039;d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature&#039;s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can&#039;t achieve.&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; 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;
: &#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;
: 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; 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, bravado, 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;
: 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 Thievery check check against the target&#039;s Reflex DC.&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;
: &#039;&#039;&#039;Success&#039;&#039;&#039; As critical success, but the condition ends automatically after 1 round.&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; 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; 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;
: 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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Group Impression&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Group Impression&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you&#039;re an expert, 50 if you&#039;re a master, and 100 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; 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;
: Effect: Panache&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;
: 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; 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;
: 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; 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; 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; 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; alt=&amp;quot;Swashbuckler&amp;amp;#x27;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;
&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; alt=&amp;quot;Balance&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Balance&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are in a square that contains a narrow surface, uneven ground, or another similar feature.&lt;br /&gt;
: You move across a narrow surface or uneven ground, attempting an {Acrobatics} check against its Balance DC. You are Off-Guard while on a narrow surface or uneven ground.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You move up to your Speed.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).&lt;br /&gt;
: &#039;&#039;&#039;Failure&#039;&#039;&#039; You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You fall and your turn ends.&lt;br /&gt;
: === Sample Balance Tasks ===&lt;br /&gt;
:* &#039;&#039;&#039;Untrained&#039;&#039;&#039; tangled roots, uneven cobblestones&lt;br /&gt;
:* &#039;&#039;&#039;Trained&#039;&#039;&#039; wooden beam&lt;br /&gt;
:* &#039;&#039;&#039;Expert&#039;&#039;&#039; deep, loose gravel&lt;br /&gt;
:* &#039;&#039;&#039;Master&#039;&#039;&#039; tightrope, smooth sheet of ice&lt;br /&gt;
:* &#039;&#039;&#039;Legendary&#039;&#039;&#039; razor&#039;s edge, chunks of floor falling in midair&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; 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;
: &#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;
; &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; alt=&amp;quot;Grab an Edge&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Grab an Edge&#039;&#039;&#039; &amp;lt;small&amp;gt;(manipulate)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; You fall from or past an edge or handhold.&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; Your hands are not tied behind your back or otherwise Restrained.&lt;br /&gt;
: When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.&lt;br /&gt;
: &#039;&#039;&#039;Critical Success&#039;&#039;&#039; You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.&lt;br /&gt;
: &#039;&#039;&#039;Success&#039;&#039;&#039; If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.&lt;br /&gt;
: &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You continue to fall, and if you&#039;ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.&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/thrown/bolas-stone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bola&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 bludgeoning • Martial Sling • Range 20 ft. • Reload - • Traits: Nonlethal, Ranged-Trip, Thrown • 5 sp&lt;br /&gt;
This throwing weapon consists of weights tied to the end of long cords, which can be used to entangle foes.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bola&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 5 sp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/guns/gun-pistol-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Spark Repeater (Poison)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d4 poison • Simple Firearm • Range 30 ft. • Reload 3 • Traits: Agile, Arcane, Fatal-D8, Repeating, Wood • 4 gp&lt;br /&gt;
A thin-barreled firearm that uses magazines of pelleted primordial dust to create an elemental reaction and fire a bolt of energy.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Spark Repeater (Poison)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 4 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/sword-cane.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Sword Cane&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 piercing • Martial Sword • Traits: Agile, Concealable, Finesse • 5 gp&lt;br /&gt;
This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Sword Cane&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 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/icons/equipment/chest/breastplate-scale-leather.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Rattan Armor&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +1 • Light • Dex Cap +4 • Str 0 • Check -1 • Traits: Aquadynamic • 2 gp&lt;br /&gt;
This armor is made from rattan reeds which are bent and woven into shaped layers then treated with oil to harden them. Due to the materials and nature of its construction, rattan armor is naturally buoyant and doesn&amp;amp;#x27;t hinder its wearer when moving through water.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rattan Armor&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 2 gp&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; alt=&amp;quot;Elixir of Life (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Elixir • Traits: Alchemical, Consumable, Elixir, Healing • 3 gp&lt;br /&gt;
Activate A (manipulate)&lt;br /&gt;
Elixirs of life accelerate a living creature&amp;amp;#x27;s natural healing processes and immune system. Upon drinking this elixir, you regain 1d6 healing Hit Points and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Effect: Elixir of Life&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Elixir of Life (Minor)&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 0 || 0.1 || 1 || 3 gp&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/icons/weapons/ammunition/shot-round-silver.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Magazine with 6 Pellets&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Traits: Consumable • 6 sp&lt;br /&gt;
Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option f…&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Magazine with 6 Pellets&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 2 || 0.1 || 0 || 6 sp&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/weapons/thrown/bomb-spiked-purple.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Caltrops&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;3 sp&lt;br /&gt;
These four-pronged metal spikes can damage a creature&amp;amp;#x27;s feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square ar…&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Caltrops&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 0 || 0.1 || 0 || 3 sp&lt;br /&gt;
|-&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;24&amp;quot; alt=&amp;quot;Climbing Kit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you&amp;amp;#x27;re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Climbing Kit&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 5 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/adventuring-gear/grapling-hook.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Grappling Hook&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple weapon proficiency against a DC depending on the target, typically at least DC 20. This attack has the secret trait. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you&amp;amp;#x27;re partway up&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Grappling Hook&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 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/systems/pf2e/icons/equipment/adventuring-gear/parrying-scabbard.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Parrying Scabbard&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.&lt;br /&gt;
&lt;br /&gt;
Effect: Parry&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Parrying Scabbard&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0.1 || 0 || 5 sp&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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/survival/soap.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×5&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×2&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×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/gems/moderate-semiprecious-stones/bloodstone.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Bloodstone&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;25 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bloodstone&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 0 || 0 || 25 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/treasure/currency/gold-pieces.webp&amp;quot; width=&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; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 gp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Gold Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 16 || 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; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Silver Pieces&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 6 || 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;
&#039;&#039;Last synced: 2026-07-26 13:54&#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/Aargic&amp;diff=2876</id>
		<title>Characters/Aargic</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Aargic&amp;diff=2876"/>
		<updated>2026-07-26T18:54:16Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Aargic =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Aargic&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/goblinoid/hobgoblin-general.webp?1782358913497&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 3/18&lt;br /&gt;
| ac          = 17&lt;br /&gt;
| perception  = +5&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +5&lt;br /&gt;
| reflex      = +5&lt;br /&gt;
| will        = +5&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; +2 | &#039;&#039;&#039;INT&#039;&#039;&#039; +3 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +0 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +2&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 28&lt;br /&gt;
| gender       = He/Him&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = draconic, elven, dwarven&lt;br /&gt;
| last_kill   = Water Scamp (2026-07-02)&lt;br /&gt;
| last_downed = Water Scamp (2026-07-02)&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/hobgoblin.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Hobgoblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Hobgoblin&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/unbreakable-goblin.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Elfbane Hobgoblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Elfbane Hobgoblin&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Martial Disciple&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Commander&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 500&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; draconic, elven, dwarven&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 28&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;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; 3/18&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#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; +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +5 ({{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;
* &#039;&#039;&#039;Active Conditions:&#039;&#039;&#039; Wounded 2&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;🗡 Attacks&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;
! !! Weapon !! Traits !! Attack Bonus !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/polearms/spear-hooked-double.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Breaching Pike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || Breaching Pike ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || Hobgoblin, Razing, Reach || +5/+0/-5 || 1d6+2 piercing&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;📊 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 || +2 || +3 || +0 || +2&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 || +3 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +3 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +3 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +2 || {{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 || +6 || {{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 || +3 || {{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;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 !! Total Value !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 16.6 gp || 4.0 / 7 enc / 12 max || 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;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/unbreakable-goblin.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Elfbane Hobgoblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Elfbane Hobgoblin&#039;&#039;&#039;&lt;br /&gt;
: Hobgoblins were engineered long ago from the unreliable and fecund goblins to be used as an army against the elves. Although the elves ultimately freed the hobgoblins from their bondage, some hobgoblins retain ancestral resistance to magic, which they refer to as &amp;quot;elf magic.&amp;quot; You gain the Resist Elf Magic reaction.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Martial Disciple&#039;&#039;&#039;&lt;br /&gt;
: You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.&lt;br /&gt;
: Choose two attribute boosts. One must be to &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
: You&#039;re trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics. You&#039;re also trained in the Warfare Lore skill.&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/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Combat Assessment&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Combat Assessment&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander, fighter)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/flags/banner-sword-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Commander&amp;amp;#x27;s Banner&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Commander&#039;s Banner&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander)&amp;lt;/small&amp;gt;&lt;br /&gt;
: A commander needs a battle standard to help guide their allies on the field. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy specific abilities. Your banner can be affixed to a weapon or shield you are wielding, attached to a simple pole or handle and held in one hand, or worn affixed to a pole alongside your backpack. Your banner might be a literal flag or pennant, a decorated fan, a personalized totem, or some other highly visible and item of negligible or light Bulk. Your banner requires customization and influences your allies&#039; morale, so you can have only one banner at a time designated as your commander&#039;s banner; designating a new banner or standard as your commander&#039;s banner takes 1 minute.&lt;br /&gt;
: As long as your banner is visible and in your possession, it provides an aura that gives you and all allies in a 30-foot type:emanation a +1 status bonus to Will saves and DCs against fear effects. You can pause or resume this effect as part of any action you would typically use to stow or retrieve your banner. If your banner is destroyed or stolen, allies currently benefiting from its bonuses become Frightened 1. This effect has the aura, emotion, mental, and visual traits.&lt;br /&gt;
: Some abilities allow you to place your banner in a specialized manner, such as the Commander&#039;s Companion and Plant Banner feats. As long as you have placed your banner in this way, any banner abilities originate from your banner&#039;s space instead of your own, and you gain the same basic benefits as when it is in your possession. An unattended banner has the base Hardness and Hit Points of a standard item of its type (usually cloth, thin leather, or thin wood) or the Hardness and Hit Points of the object it is affixed to, whichever is greater.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/swords-parry-block-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Drilled Reactions&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Drilled Reactions&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your time spent training your allies allows them to respond quickly and instinctively to your commands. Once per round when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic and is lost if not used.&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; alt=&amp;quot;Hobgoblin Weapon Familiarity&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Hobgoblin Weapon Familiarity&#039;&#039;&#039; &amp;lt;small&amp;gt;(hobgoblin)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You gain access to all uncommon weapons with the hobgoblin trait. You have familiarity with weapons with the hobgoblin trait plus the composite longbow, composite shortbow, glaive, longbow, longsword, and shortbow—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.&lt;br /&gt;
: At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.&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; alt=&amp;quot;Quick Jump&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Quick Jump&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don&#039;t perform the initial Stride (nor do you fail if you don&#039;t Stride 10 feet).&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; 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;
: 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; 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/tools/navigation/map-chart-tan.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Tactics&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Tactics&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander)&amp;lt;/small&amp;gt;&lt;br /&gt;
: By studying and practicing the strategic arts of war, you can guide your allies to victory. You begin play with a folio containing five tactics. These are combat techniques and coordinated maneuvers you can instruct your allies in, enabling them to respond to your signals in combat. As you increase in level, you gain the ability to learn more potent tactics. When you gain the Expert Tactician class feature, you gain the ability to add expert tactics to your folio; when you gain the Master Tactician class feature, you can add master tactics to your folio; and when you gain the Legendary Tactician class feature, you can add legendary tactics to your folio.&lt;br /&gt;
: === Preparing and Changing Tactics ===&lt;br /&gt;
: Each day during your daily preparations, you prepare three tactics from your folio and drill in them alongside your allies, enabling you to use these tactics until your next daily preparations. When you drill, you can instruct a total number of allies equal to 2 + your Intelligence modifier, enabling these allies to respond to your tactics in combat. These allies are your squadmates. A squadmate always has the option not to respond to your tactical signal if they do not wish to. You count as one of your squadmates for the purposes of participating in or benefiting from a tactic (though you do not count against your own maximum number of squadmates). The tactics trait is explained in more detail in the key terms sidebar on this page.&lt;br /&gt;
: You can change which tactics you have prepared from those in your folio by spending 10 minutes to drill, replacing all previously prepared tactics and squadmates. This does not prevent your allies from performing their own activities during this time frame. Some tactics have a limited usage, such as the Valkyrie&#039;s Charge tactic, which can be used once per day. These tactics can never exceed their indicated use limit even if you replace them with a different tactic and then prepare them again later that same day, but you can replace a tactic whose limited use has been expended with another tactic you know any time you are able to change your prepared tactics.&lt;br /&gt;
: === Gaining New Tactics ===&lt;br /&gt;
: You add additional tactics to your folio and increase the number of tactics you can prepare when you gain the expert tactician, master tactician, and legendary tactician class features. You can also add tactics to your folio with the Tactical Expansion feat, though this does not change the number you can have prepared. Because tactics folios use shorthand and signals unique to each commander, there is typically no benefit to using (or stealing) another commander&#039;s folio, though you can train with another commander to retrain one tactic in your folio to another that they know.&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/TwoActions.webp&amp;quot; width=&amp;quot;20&amp;quot; alt=&amp;quot;Defensive Retreat&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Defensive Retreat&#039;&#039;&#039; &amp;lt;small&amp;gt;(brandish, commander, tactic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You call for a careful retreat. Signal all squadmates within the aura of your banner; each can immediately Step up to three times as a free action. Each Step must take them farther away from at least one hostile creature they are observing and can only take them closer to a hostile creature if doing so is the only way for them to move toward safety (such as if they&#039;re surrounded).&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; alt=&amp;quot;Gather to Me!&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Gather to Me!&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander, tactic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You signal your team to move into position together. Signal all squadmates; each can immediately Stride as a reaction, though each must end their movement inside your banner&#039;s aura, or as close to your banner&#039;s aura as their movement Speed allows.&lt;br /&gt;
: Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type.&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; alt=&amp;quot;Protective Screen&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Protective Screen&#039;&#039;&#039; &amp;lt;small&amp;gt;(brandish, commander, tactic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve trained your allies in a technique designed to protect war mages. Signal one squadmate; as a reaction, that squadmate Strides directly toward any other squadmate who is within the aura of your banner. If the first squadmate ends their movement adjacent to another squadmate, the second squadmate does not trigger reactions when casting spells or making ranged attacks until the end of their next turn or until they are no longer adjacent to the first squadmate, whichever comes first. If the first squadmate ends their movement adjacent to more than one other squadmate, the first squadmate must choose which of the adjacent squadmates gains this benefit.&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; alt=&amp;quot;Reload!&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Reload!&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander, tactic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your drill instruction kicks in, and your allies rapidly reload their weapons to prepare for the next volley. Signal all squadmates; each can immediately Interact to reload as a reaction.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; When leading a siege weapon crew, you can use this tactic to command your squadmates to Load a siege weapon instead.&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; alt=&amp;quot;Resist Elf Magic&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Resist Elf Magic&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; You attempt a saving throw against a magical effect but haven&#039;t rolled yet&lt;br /&gt;
: Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.&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; alt=&amp;quot;Shields Up!&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shields Up!&#039;&#039;&#039; &amp;lt;small&amp;gt;(commander, tactic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You signal your allies to ready their defenses. Signal all squadmates within the aura of your commander&#039;s banner; each can immediately Raise a Shield as a reaction. Squadmates who are wielding a parry weapon can instead position that weapon defensively as a reaction.&lt;br /&gt;
: &#039;&#039;&#039;Special&#039;&#039;&#039; If one of your squadmates knows or has prepared the Shield cantrip, they can cast it as a reaction instead of taking the actions normally granted by this tactic.&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/polearms/spear-hooked-double.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Breaching Pike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1d6 piercing • Martial Spear • Traits: Hobgoblin, Razing, Reach • 8 gp&lt;br /&gt;
Forged with a heavy metal wedge as a spearhead, breaching pikes are often used by hobgoblin infantry alongside a tower shield. Breaching pikes are particularly effective at damaging enemy shields, leaving large, triangular puncture holes behind.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Breaching Pike&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 8 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; alt=&amp;quot;Chain Mail&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +4 • Medium • Dex Cap +1 • Str 3 • Check -2 • Speed -5 ft. • Traits: Flexible, Noisy • 6 gp&lt;br /&gt;
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chain Mail&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/icons/equipment/shield/buckler-wooden-boss-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; alt=&amp;quot;Hardwood Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;AC +2 • Hardness 3 • HP 12/12 • 1 gp&lt;br /&gt;
This shield was created by the Hardwood Armor impulse.&lt;br /&gt;
You can Shield Block with this shield even if you don&amp;amp;#x27;t have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes Broken or leaves your grasp.&lt;br /&gt;
 Hardness HP BT&lt;br /&gt;
 3 12 6&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Hardwood Shield&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 1 || 1 || 0 || 1 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; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 sp&lt;br /&gt;
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don&amp;amp;#x27;t count against your Bulk limits. If you&amp;amp;#x27;re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Backpack&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; || 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/survival/soap.webp&amp;quot; width=&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; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
Bar of soap.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Soap&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 sp&lt;br /&gt;
50 feet of rope.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
When it&amp;amp;#x27;s full, a waterskin contains roughly 1 day&amp;amp;#x27;s worth of water for a Small or Medium creature.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Waterskin&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 1 cp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Chalk&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×10&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; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;1 cp&lt;br /&gt;
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Torch&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×5&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; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;2 cp&lt;br /&gt;
A rolled up bed.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Bedroll&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;5 cp&lt;br /&gt;
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Flint and Steel&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt;&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; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &amp;lt;html&amp;gt;&amp;lt;span title=&amp;quot;Other • 4 sp&amp;quot; style=&amp;quot;cursor:help; border-bottom:1px dotted;&amp;quot;&amp;gt;Rations&amp;lt;/span&amp;gt;&amp;lt;/html&amp;gt; ×2&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: 2026-07-26 13:54&#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=Party_Overview&amp;diff=2875</id>
		<title>Party Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Party_Overview&amp;diff=2875"/>
		<updated>2026-07-26T18:48:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e party overview exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Party Overview =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Portrait !! Character !! Class !! Level !! HP !! AC !! Fort !! Ref !! Will !! Perception !! Languages&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/humanoid/goblinoid/hobgoblin-general.webp%3F1782358913497&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Aargic&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Aargic|Aargic]] || Commander || 1 || 3/18 || 17 || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || draconic, elven, dwarven&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/assets/Images/Tokens/Minotaur/Ondu-Champion-Battle-for-Zendikar-MtG-Art.png%3F1782710768842&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Asteras&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Asteras|Asteras]] || Soldier || 2 || 38/38 || 19 || +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +8 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-human-burglar.webp%3F1782359451616&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Atlas&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Atlas|Atlas]] || Magus || 1 || 17/17 || 17 || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || draconic, dwarven, jotun, elven&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/erdan-sianovel.webp%3F1782622184448&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Bernard Inksworth&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Kineticist || 1 || 21/21 || 17 || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tanuki-sakemaker.webp%3F1782359607086&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Cap&amp;amp;#x27;n Robin Stryker&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Swashbuckler || 2 || 29/34 || 18 || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-ezren-the-wizard.webp&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Ezren (Level 1)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Ezren (Level 1)|Ezren (Level 1)]] || Wizard || 1 || 16/16 || 15 || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || draconic, dwarven, halfling, sakvroth, varisian&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-goblin-monk.webp%3F1782710871897&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Gemynd&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Gemynd|Gemynd]] || Psychic || 2 || 22/22 || 17 || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || ysoki&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tomb-guardian.webp%3F1782710941864&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Greykor Vonana&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Greykor Vonana|Greykor Vonana]] || Guardian || 3 || 22/55 || 20 || +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || orcish&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/chasm-android.webp%3F1782534865448&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Gruff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Gruff|Gruff]] || Investigator || 1 || 17/17 || 15 || +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || daemonic, draconic, elven, tanuki&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/rabbit-doll-poppet.webp%3F1783580106449&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Rhythm&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Rhythm|Rhythm]] || Mystic || 2 || 22/22 || 16 || +6 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +10 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +8 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || necril&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/assets/Images/Portraits/Redhead%20halfling.png%3F1783038056597&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Schmidt Tricker&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Schmidt Tricker|Schmidt Tricker]] || Rogue || 1 || 15/15 || 18 || +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +8 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || dwarven, fey&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/assets/Images/Portraits/d5cv1kw-440671ae-f5a3-4667-99cb-9204cfcb1294.jpg%3F1783043357147&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Skret Vestec&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Skret Vestec|Skret Vestec]] || Animist || 1 || 22/22 || 17 || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +5 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +9 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}}) || +7 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || draconic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Stacey&amp;amp;#x27;s Character&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Stacey&#039;s Character|Stacey&#039;s Character]] || — || 1 || 0/0 || 13 || +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/draconic/drakes/wyvern.webp&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Thorn&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Thorn|Thorn]] || Animal Companion || 1 || 6/14 || 13 || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/draconic/drakes/wyvern.webp&amp;quot; width=&amp;quot;40&amp;quot; alt=&amp;quot;Wyvern Companion&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Characters/Wyvern Companion|Wyvern Companion]] || Animal Companion || 1 || 6/14 || 13 || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}) || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:Party Overview]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Campaign_Stats&amp;diff=2874</id>
		<title>Campaign Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Campaign_Stats&amp;diff=2874"/>
		<updated>2026-07-26T18:48:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e campaign stats exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Stats =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cumulative combat statistics reconstructed from the campaign&#039;s chat log. Damage totals only include damage applied through the chat log, so they undercount fights where HP was adjusted by hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Leaderboard ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Character !! Kills !! Times Downed !! Damage Dealt !! Damage Taken !! Healing Given !! Nemesis !! Favorite Prey&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Greykor Vonana|Greykor Vonana]] || 23 || 1 || 407 || 230 || 0 || Mudwretch || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Asteras|Asteras]] || 11 || 1 || 199 || 107 || 1 || Fire Wisp || Reefclaw&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || 10 || 7 || 183 || 244 || 3 || Rocklaw || Drillworm&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Bernard Inksworth|Bernard Inksworth]] || 7 || 0 || 74 || 38 || 0 || — || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Rhythm|Rhythm]] || 5 || 1 || 68 || 90 || 64 || Mephit Swarm (5-6) || Yellow Musk Creeper&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Atlas|Atlas]] || 4 || 1 || 74 || 42 || 0 || Giant Hermit Crab || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Skret Vestec|Skret Vestec]] || 3 || 0 || 71 || 21 || 0 || — || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Schmidt Tricker|Schmidt Tricker]] || 3 || 1 || 84 || 27 || 0 || Pirate || Spider Swarm&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Aargic|Aargic]] || 2 || 1 || 29 || 26 || 0 || Water Scamp || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters/Gemynd|Gemynd]] || 2 || 3 || 56 || 70 || 0 || Rocklaw || Common Eurypterid&lt;br /&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;⚔ Kill Log (70)&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;
! Date !! Character !! Slew&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Rhythm|Rhythm]] || Yellow Musk Creeper&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Yellow Musk Brute&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Drillworm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Greykor Vonana|Greykor Vonana]] || Drillworm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Drillworm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Mephit Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Greykor Vonana|Greykor Vonana]] || Dwarf Warrior&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Pirate&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Greykor Vonana|Greykor Vonana]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Atlas|Atlas]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Rhythm|Rhythm]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Greykor Vonana|Greykor Vonana]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Greykor Vonana|Greykor Vonana]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Rhythm|Rhythm]] || Pirate Gorilla&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Schmidt Tricker|Schmidt Tricker]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-13 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-13 || [[Characters/Schmidt Tricker|Schmidt Tricker]] || Giant Hermit Crab&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Skret Vestec|Skret Vestec]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Skret Vestec|Skret Vestec]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Rhythm|Rhythm]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Asteras|Asteras]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Asteras|Asteras]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Skret Vestec|Skret Vestec]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Flash Beetle&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Asteras|Asteras]] || Fire Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Rhythm|Rhythm]] || Fire Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Fire Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Asteras|Asteras]] || Fire Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Bernard Inksworth|Bernard Inksworth]] || Fire Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Asteras|Asteras]] || Giant Centipede&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cave Scorpion&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Gemynd|Gemynd]] || Cave Scorpion&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Greykor Vonana|Greykor Vonana]] || Common Eurypterid&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Common Eurypterid&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Greykor Vonana|Greykor Vonana]] || Common Eurypterid&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Common Eurypterid&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Gemynd|Gemynd]] || Common Eurypterid&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cave Scorpion&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cave Scorpion&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Reefclaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Reefclaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Greykor Vonana|Greykor Vonana]] || Spider Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Reefclaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Atlas|Atlas]] || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Aargic|Aargic]] || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Atlas|Atlas]] || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Aargic|Aargic]] || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Atlas|Atlas]] || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Schmidt Tricker|Schmidt Tricker]] || Spider Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Greykor Vonana|Greykor Vonana]] || Mudwretch&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Asteras|Asteras]] || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Asteras|Asteras]] || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Asteras|Asteras]] || Mudwretch&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Greykor Vonana|Greykor Vonana]] || Cobbleswarm&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Asteras|Asteras]] || Mudwretch&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Greykor Vonana|Greykor Vonana]] || Earth Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Asteras|Asteras]] || Reefclaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Asteras|Asteras]] || Reefclaw&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;💀 Downing Log (16)&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;
! Date !! Character !! Downed By&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-25 || [[Characters/Rhythm|Rhythm]] || Mephit Swarm (5-6)&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Schmidt Tricker|Schmidt Tricker]] || Pirate&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-14 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Pirate Goblin&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-13 || [[Characters/Atlas|Atlas]] || Giant Hermit Crab&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-13 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Captain Andros&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-11 || [[Characters/Asteras|Asteras]] || Fire Wisp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-07 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Crystal Claw (Air)&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Gemynd|Gemynd]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Air Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Gemynd|Gemynd]] || Crystal Claw (Air)&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Rocklaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Gemynd|Gemynd]] || Rocklaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-06 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]] || Rocklaw&lt;br /&gt;
|-&lt;br /&gt;
| 2026-07-02 || [[Characters/Aargic|Aargic]] || Water Scamp&lt;br /&gt;
|-&lt;br /&gt;
| 2026-06-29 || [[Characters/Greykor Vonana|Greykor Vonana]] || Mudwretch&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;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Yellow_Musk_Creeper&amp;diff=2873</id>
		<title>NPCs/Yellow Musk Creeper</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Yellow_Musk_Creeper&amp;diff=2873"/>
		<updated>2026-07-26T18:48:54Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Yellow Musk Creeper =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Yellow Musk Creeper&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/plant/yellow-musk-creeper.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = mindless, plant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn&#039;t inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanting a seed in each to turn the creatures into mindless thralls. The yellow musk creeper might try to take over a sleeping creature, but it lacks the faculties to sneak up on anyone, and is likely to wake victims before it can drag itself close enough.&lt;br /&gt;
&lt;br /&gt;
The plant&#039;s pollen can spread far on the wind but quickly becomes too diffuse to cause harm. Wilderness scouts learn to sniff out the distinctive musky scent of the pollen, which stays potent even in harmless quantities. A sprouting creeper is also easy to detect, since it grows from the rotting, messy corpse of a thrall creature.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Sewer_Ooze&amp;diff=2872</id>
		<title>NPCs/Sewer Ooze</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Sewer_Ooze&amp;diff=2872"/>
		<updated>2026-07-26T18:48:51Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sewer Ooze =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Sewer Ooze&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/ooze/sewer-ooze.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = mindless, ooze&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.&lt;br /&gt;
&lt;br /&gt;
Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Cobbleswarm&amp;diff=2871</id>
		<title>NPCs/Cobbleswarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Cobbleswarm&amp;diff=2871"/>
		<updated>2026-07-26T18:48:51Z</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;
}}&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;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Drillworm&amp;diff=2870</id>
		<title>NPCs/Drillworm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Drillworm&amp;diff=2870"/>
		<updated>2026-07-26T18:48:50Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Drillworm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Drillworm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/assets/Images/Tokens/Beast/00-03-DRILLWORM.webp%3F1782703591372&lt;br /&gt;
| level      = -1&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Maggot&amp;diff=2869</id>
		<title>NPCs/Giant Maggot</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Maggot&amp;diff=2869"/>
		<updated>2026-07-26T18:48:47Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Giant Maggot =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Giant Maggot&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/assets/Images/Tokens/giant-maggot-by-axel-steinhanses-v0-vrg6egt6zp661.webp%3F1785034462916&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of humans, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born.&lt;br /&gt;
&lt;br /&gt;
Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the rotting meat they stockpile to lay their eggs in. Their maggot dens are also prime breeding grounds for virulent diseases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Flumph&amp;diff=2868</id>
		<title>NPCs/Flumph</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Flumph&amp;diff=2868"/>
		<updated>2026-07-26T18:48:44Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Flumph =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Flumph&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/monstrous/flumph.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = aberration, good, lawful&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Even among the numerous types of tentacled aberrations populating the lands of Golarion, flumphs are an anomaly. Unlike most other aberrations, flumphs&#039; monstrous appearance belies their true nature as gentle, good-natured creatures whose self-imposed duty is to bolster the defenses of worlds across the multiverse against onslaught from the cosmic horrors of the Dark Tapestry between the stars.&lt;br /&gt;
&lt;br /&gt;
Flumphs are small, jellyfish-like creatures who normally float about 5 feet off the ground on a self-generated cushion of wind, directing their movements with jets of air from countless tiny pores on the surface of their bodies. With some effort, the flumph can force air through these openings in a way that roughly approximates humanoid speech, albeit in a squeaky and halting tone.&lt;br /&gt;
&lt;br /&gt;
Though a flumph&#039;s underside is ringed with an array of acidic spikes that they use to hunt small prey, they are nearly defenseless against most attackers and usually attempt to flee when threatened. If cornered, a flumph can emit a foul-smelling spray capable of temporarily incapacitating enemies while warning nearby allies of their presence. This olfactory defense mechanism causes flumphs to feel more kinship with terrestrial creatures than with the jellyfish to which they bear a closer physical resemblance.&lt;br /&gt;
&lt;br /&gt;
Flumphs hatch from pods flung into outer space from the distant flumph homeworld in a ritual known as the Seeding. Even a newly hatched flumph has an instinctive knowledge of their purpose and seeks to make a lair close to a nearby settlement, which they then adopt as their personal charge to protect. However, remaining acutely aware of both their physical limitations and the tendency of their appearance to frighten the unsuspecting, most flumphs recruit and guide from afar, revealing their true nature only to their most trusted allies.&lt;br /&gt;
&lt;br /&gt;
In addition to their missions, flumphs endeavor to lead upstanding lives on a daily basis. They notably draw guidance from their dreams through exhaustive interpretations and carefully maintained dream journals. Life lessons, areas in which they can improve their behavior, and portents of alien danger all come to flumphs in dreams-or at least, that&#039;s what they believe. Despite placing so much importance on dreams flumphs have never set out to prove their dreams are authentic messages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Amoeba_Swarm&amp;diff=2867</id>
		<title>NPCs/Amoeba Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Amoeba_Swarm&amp;diff=2867"/>
		<updated>2026-07-26T18:48:42Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Amoeba Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Amoeba Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/assets/Images/Portraits/Amoeba.webp%3F1785027494109&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = amphibious, mindless, ooze, swarm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no tactics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Globster&amp;diff=2866</id>
		<title>NPCs/Globster</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Globster&amp;diff=2866"/>
		<updated>2026-07-26T18:48:40Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Globster =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Globster&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/ooze/globster.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = aquatic, ooze&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is often mistaken for such, and this assumption isn&#039;t entirely incorrect—these mindless, oozing masses are composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge.&lt;br /&gt;
&lt;br /&gt;
Though mindless, globsters are predators that seek out living quarry. They often huddle on the seafloor, where their own fetid mass attracts scavengers who swiftly become the ooze&#039;s next meal. When the tides wash these monsters ashore, they simply shift to hunting land-bound prey. Coastal communities usually notice the smell of a washed-up globster long before they see it. Those sent to investigate often mistake a globster for the carcass of a beached whale before discovering the presumed corpse is very much alive and hungry.&lt;br /&gt;
&lt;br /&gt;
Sages once believed globsters were undead, undulating wads of rotting flesh driven to feed, but though mindless, they are very much alive. They are attracted to waterside refuse dumps and floating garbage scows and are dimly aware enough to congregate where food is plentiful.&lt;br /&gt;
&lt;br /&gt;
Since they consist of so much blubber and oily tissue, globsters can be collected for lamp oil, grease, cooking fat, and more. The goo that remains when they decompose works for this purpose, if one can stand the smell. The firmer fat deteriorates quickly, but many an impromptu goblin beach barbecue has deep-fried slabs of it as a delicacy.&lt;br /&gt;
&lt;br /&gt;
Globsters consume living creatures but digest only a portion of them. The undigested dross accumulates within the globster as it becomes more and more bloated. They carry this fetid mass within their squelching bodies until instinct or injury provokes them to vomit forth a new globster to help devour everything nearby. A globster with enough dross to create a new globster automatically does so as a free action triggered upon taking damage. Treat any encounter with such a globster as though it were against two level 5 creatures, instead of just one. As far as scholars know, this is the only way these creatures can create more of their kind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Yellow_Musk_Brute&amp;diff=2865</id>
		<title>NPCs/Yellow Musk Brute</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Yellow_Musk_Brute&amp;diff=2865"/>
		<updated>2026-07-26T18:48:38Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Yellow Musk Brute =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Yellow Musk Brute&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/plant/yellow-musk-brute.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = mindless, plant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A creature transformed by a yellow musk creeper&#039;s tendrils boring into its brain becomes a yellow musk thrall if it&#039;s Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Mephit_Swarm_(5-6)&amp;diff=2864</id>
		<title>NPCs/Mephit Swarm (5-6)</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Mephit_Swarm_(5-6)&amp;diff=2864"/>
		<updated>2026-07-26T18:48:36Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mephit Swarm (5-6) =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Mephit Swarm (5-6)&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/fire/mephit-fire.webp%3F1785029441326&lt;br /&gt;
| level      = 3&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = air, earth, elemental, fire, swarm, water&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&#039;&#039;Seen in:&#039;&#039; [[Sessions/20260725|July 25, 2026]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Assassin_Vine&amp;diff=2863</id>
		<title>NPCs/Assassin Vine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Assassin_Vine&amp;diff=2863"/>
		<updated>2026-07-26T18:48:35Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Assassin Vine =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Assassin Vine&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/plant/assassin-vine.webp&lt;br /&gt;
| level      = 3&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = mindless, plant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming creatures directly, it creates its own fertilizer by entangling prey and squeezing the life from it. Once the plant has killed a creature, it pulls the carcass over to its roots to feed from the decaying flesh. Although an assassin vine lacks eyes, it can detect and track prey through a combination of using its root systems to detect vibrations through topsoil and its leaves to detect heat changes in the vicinity. Although the assassin vine has no real intelligence, its learned behaviors mimic those of cunning ambush hunters.&lt;br /&gt;
&lt;br /&gt;
As it is slow moving, the assassin vine typically remains rooted in a single area for as long as it has sufficient prey. Though most often found along woodland trails or swamps, these plants can also be encountered in more rural settlements, poorly tended fields, and vineyards. While assassin vines can&#039;t be trained in the classical sense, they can be used as defenses, and woodland-dwelling creatures like goblins and fey have been known to cultivate assassin vines as guardians for less-used routes into their lairs. In such cases, the tenders often seek to make the path more obvious than its disuse would otherwise suggest, while simultaneously working to ensure the bones of the vines&#039; victims are removed to keep their presence a secret, resulting in what appears to be an easy approach to the den but is actually an organic ambush.&lt;br /&gt;
&lt;br /&gt;
Mature assassin vines grow to 20 feet long and have smaller vines extending off the main trunk that reach from to 5 to 10 feet in length. The smallest of these vines sprout every 6 inches or so; they tend to grow clusters of full leaves and occasionally bear small berries. A recently fed assassin vine can have bunches of plump, blood-red berries that are juicy and tart but leave a slightly unpleasant iron aftertaste, as if from the faint taste of blood from a bitten lip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Gibbering_Mouther&amp;diff=2862</id>
		<title>NPCs/Gibbering Mouther</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Gibbering_Mouther&amp;diff=2862"/>
		<updated>2026-07-26T18:48:35Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gibbering Mouther =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Gibbering Mouther&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/eldritch/gibbering-mouther.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = aberration&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area.&lt;br /&gt;
&lt;br /&gt;
Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal&#039;s attempt to create something akin to a shoggoth-though the question of why remains unanswered. Still others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter-at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers&#039; noises-studies that put researchers into danger and give results that are contradictory and confusing at best.&lt;br /&gt;
&lt;br /&gt;
Whatever their origin, gibbering mouthers range the entirety of Golarion. Sightings have been recorded in dungeons below ancient cities and ruins as well as many regions of the deeper Darklands layers of Sekamina and Orv. They are somewhat less common in the upper region of Nar-Voth, perhaps due to the prevalence of settlements that don&#039;t tolerate gibbering mouthers&#039; presence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Vampiric_Mist&amp;diff=2861</id>
		<title>NPCs/Vampiric Mist</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Vampiric_Mist&amp;diff=2861"/>
		<updated>2026-07-26T18:48:34Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Vampiric Mist =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Vampiric Mist&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/monstrous/vampiric-mist.webp&lt;br /&gt;
| level      = 3&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = aberration, evil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Though they&#039;re often mistaken for vampires in gaseous form or an unusual type of air elemental, vampiric mists are in fact strange aberrant life-forms. With an amorphous body that consists as much of fluid as it does of air, these creatures dwell in swamps or moist underground regions where their vulnerability to heat isn&#039;t as much of a concern. Still, they prefer to lair near the fringes of such areas, as a vampiric mist needs a constant supply of fresh blood for sustenance. While blood drawn from animals is just as nutritious as blood from anything else, these sadistic monsters vastly prefer the flavor of blood drawn from thinking creatures. Like will-o&#039;-wisps, vampiric mists find that fear flavors the blood, though they gain no particular advantage by feeding on the frightened.&lt;br /&gt;
&lt;br /&gt;
Although somewhat intelligent, vampiric mists do not form societies. They sometimes group into small gangs, but even then they show little interest in working together. Vampiric mists spend most of their time seeking prey-a pursuit they approach with great creativity. The mists&#039; propensity for taking on vague, skeletal forms of the creatures whose blood they drink further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, leading foes to apply foolish tactics-such as tricking spellcasters into attempting to use vitality energy against them as if they were undead monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Bloodseeker_Swarm&amp;diff=2860</id>
		<title>NPCs/Bloodseeker Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Bloodseeker_Swarm&amp;diff=2860"/>
		<updated>2026-07-26T18:48:33Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Bloodseeker Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Bloodseeker Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level      = 3&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal, swarm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
===== Bloodseeker =====&lt;br /&gt;
&lt;br /&gt;
Decades ago, the Court of Ether bred bloodseekers as show animals, thinking them adorably ugly. Generations later, the insects have become giantic. Visitors to the Court are impressed by how the bloodseekers to hover in place, fly through hoops, and only drink the blood of specific creatures.&lt;br /&gt;
&lt;br /&gt;
===== Bloodseeker Swarm =====&lt;br /&gt;
&lt;br /&gt;
The Court of Ether release the less useful, smaller breed of bloodseekers into the Endless Gulf, where they form into dangerous swarms of the insatiable devourers. This has lead to a dangerous new game, Seek-a-Bang, where fey mounted on giant bloodseekers throw thunderstones at swarms of their mounts&#039; smaller cousins and see how many they can kill with a single throw. So far, the fatalities are few enough to be acceptable.&lt;br /&gt;
&lt;br /&gt;
===== Bloodseeker Breeds =====&lt;br /&gt;
&lt;br /&gt;
While the giant bloodseeker has the most notoriety for its size and use as a cavalry mount, other breeds have been created by determined ranchers. These including the longhaired bloodseeker, bloodseeker retriever, and the difficult-tocontain burrowing bloodseeker. Each of these recognized breeds can be submitted to the annual Court of Ether Bloodseeker Show, where breeders enter their prized, expensive, and well-trained bloodseekers in hopes of gaining the elusive &amp;quot;Best in Show&amp;quot; award.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Bloodseeker&amp;diff=2859</id>
		<title>NPCs/Bloodseeker</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Bloodseeker&amp;diff=2859"/>
		<updated>2026-07-26T18:48:32Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Bloodseeker =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Bloodseeker&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/bloodseeker.webp&lt;br /&gt;
| level      = -1&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker&#039;s regional name &amp;quot;stirge,&amp;quot; possibly a corruption of the word &amp;quot;scourge,&amp;quot; comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven&#039;t been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren&#039;t hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal &amp;quot;tools&amp;quot; to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been &amp;quot;blessed&amp;quot; by the village&#039;s hungry god.&lt;br /&gt;
&lt;br /&gt;
Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.&lt;br /&gt;
&lt;br /&gt;
Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.&lt;br /&gt;
&lt;br /&gt;
A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;Last synced: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=LatestSession&amp;diff=2858</id>
		<title>LatestSession</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=LatestSession&amp;diff=2858"/>
		<updated>2026-07-26T18:48:32Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: point LatestSession at Sessions/20260725.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sessions/20260725]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Campaign_Timeline&amp;diff=2857</id>
		<title>Campaign Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Campaign_Timeline&amp;diff=2857"/>
		<updated>2026-07-26T18:48:31Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: regenerate Campaign Timeline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Timeline =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auto-generated chronological map of real-world sessions to in-game (Vux calendar) dates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Date !! In-game Date !! Encounters !! Characters Present&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260614|June 14, 2026]] || — || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260624|June 24, 2026]] || — || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260625|June 25, 2026]] || — || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260626|June 26, 2026]] || — || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260627|June 27, 2026]] || 21 Baruus, Cycle 1993 PE || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260629|June 29, 2026]] || 23 Baruus, Cycle 1993 PE || 2 || [[Characters/Asteras|Asteras]], [[Characters/Gemynd|Gemynd]], [[Characters/Greykor Vonana|Greykor Vonana]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260701|July 01, 2026]] || 21 Baruus, Cycle 1993 PE || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260702|July 02, 2026]] || 23 Baruus, Cycle 1993 PE || 2 || [[Characters/Aargic|Aargic]], [[Characters/Atlas|Atlas]], [[Characters/Shmidt Tricker|Shmidt Tricker]], [[Characters/Skret Vestec|Skret Vestec]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260706|July 06, 2026]] || 23 Baruus, Cycle 1993 PE || 3 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]], [[Characters/Gemynd|Gemynd]], [[Characters/Greykor Vonana|Greykor Vonana]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260708|July 08, 2026]] || 23 Baruus, Cycle 1993 PE || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260710|July 10, 2026]] || 23 Baruus, Cycle 1993 PE || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260711|July 11, 2026]] || 23 Baruus, Cycle 1993 PE || 3 || [[Characters/Asteras|Asteras]], [[Characters/Bernard Inksworth|Bernard Inksworth]], [[Characters/Rhythm|Rhythm]], [[Characters/Skret Vestec|Skret Vestec]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260712|July 12, 2026]] || 31 Adamuus, Cycle 1994 PE || 0 || —&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260713|July 13, 2026]] || 31 Adamuus, Cycle 1994 PE || 7 || [[Characters/Atlas|Atlas]], [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]], [[Characters/Greykor Vonana|Greykor Vonana]], [[Characters/Rhythm|Rhythm]], [[Characters/Schmidt Tricker|Schmidt Tricker]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sessions/20260725|July 25, 2026]] || 31 Adamuus, Cycle 1994 PE || 3 || [[Characters/Cap&#039;n Robin Stryker|Cap&#039;n Robin Stryker]], [[Characters/Greykor Vonana|Greykor Vonana]], [[Characters/Rhythm|Rhythm]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Generated: 2026-07-26 13:48&#039;&#039;&lt;br /&gt;
[[Category:Sessions]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
</feed>