diff --git a/data/yaml/feat-levels.py b/data/yaml/feat-levels.py index abd2b54..caaa061 100644 --- a/data/yaml/feat-levels.py +++ b/data/yaml/feat-levels.py @@ -22,18 +22,37 @@ def main(): reader = csv.DictReader(csvfile) for row in reader: if row['match'] == "True": - tmp = {'name': row['name'], 'level': row['level']} + r = dict(row) + tmp = {'name': r['name'], 'level': r['level']} truelist.append(tmp) trueres = yaml.safe_dump(truelist, allow_unicode=True, width=100000) with open('feats-levels-true-matches.yaml', 'w') as f: f.write(trueres) + # open up feats.yaml + with open('feats.yaml') as yamlfile: + y = yaml.safe_load(yamlfile) + + z = yaml.safe_load(trueres) + + # y is original yaml to be modified + # z is new true list + for i in z: + #print("Looking for a match for: {}".format(i['name'])) + match = False + for j in y['feat']: + if i['name'] == j['name']: + match = True + j['level'] = int(i['level']) + #print('We got a match for: {}'.format(i['name'])) + if match == False: + print("We never got a match for: {}'.format(i['name'])") + final = yaml.safe_dump(y, allow_unicode=True, width=100000) + with open('feats.yaml', 'w') as f: + f.write(final) + + - # read the lines with true - # - # load feats.yaml - # - # match lines with true to feats object and add a level=? to each feat with a true match if __name__ == "__main__": diff --git a/data/yaml/feats.yaml b/data/yaml/feats.yaml index 4363196..6fa9250 100644 --- a/data/yaml/feats.yaml +++ b/data/yaml/feats.yaml @@ -1,49 +1,47 @@ -# TODO Needs levels added to every feat feat: - action: 10 minutes descr: You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the illusion school. frequency: null has_been_manually_proofread: true level: null + name: Refocus prereqs: null requirement: You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points. - # TODO this might actually be an "activity"... unclear, sure looks like a feat. Might need to add in a "type" to all these various feats. - name: Refocus source: - abbr: CRB page_start: 300 page_stop: 300 traits: - - Concentrate - - Exploration + - Concentrate + - Exploration trigger: null - action: Reaction descr: Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn. frequency: null has_been_manually_proofread: true level: null + name: Call on Ancient Blood prereqs: - descr: Dwarf feat: null requirement: null - name: Call on Ancient Blood source: - abbr: CRB page_start: 35 page_stop: 35 traits: null trigger: - - You attempt a saving throw against a magical effect, but you haven't rolled yet. + - You attempt a saving throw against a magical effect, but you haven't rolled yet. - action: null descr: You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore. frequency: null has_been_manually_proofread: true level: 1 + name: Dwarven Lore prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Dwarven Lore source: - abbr: CRB page_start: 36 @@ -56,11 +54,11 @@ feat: frequency: null has_been_manually_proofread: true level: 1 + name: Dwarven Weapon Familiarity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Dwarven Weapon Familiarity source: - abbr: CRB page_start: 36 @@ -73,11 +71,11 @@ feat: frequency: null has_been_manually_proofread: true level: 1 + name: Rock Runner prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Rock Runner source: - abbr: CRB page_start: 36 @@ -90,11 +88,11 @@ feat: frequency: null has_been_manually_proofread: true level: 1 - prereqs: - - descr: Ancestry Level 1 - feat: null - requirement: null name: Stonecunning + prereqs: + - descr: Ancestry Level 1 + feat: null + requirement: null source: - abbr: CRB page_start: 36 @@ -103,15 +101,18 @@ feat: - Dwarf trigger: null - action: null - descr: "You'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.\n\nIn addition, any time you’re taking a penalty to your Speed from 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 it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce." + descr: 'You''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. + + + In addition, any time you’re taking a penalty to your Speed from 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 it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.' frequency: null has_been_manually_proofread: true level: 1 - prereqs: - - descr: Ancestry Level 1 - feat: null - requirement: null name: Unburdened Iron + prereqs: + - descr: Ancestry Level 1 + feat: null + requirement: null source: - abbr: CRB page_start: 36 @@ -120,15 +121,21 @@ feat: - Dwarf trigger: null - action: null - descr: "You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.\n\nIn addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.\n\n**Special** Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies." + descr: 'You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. + + + In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. + + + **Special** Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.' frequency: null has_been_manually_proofread: true level: 1 + name: Vengeful Hatred prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Vengeful Hatred source: - abbr: CRB page_start: 36 @@ -137,14 +144,18 @@ feat: - Dwarf trigger: null - action: Two Actions - descr: "Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier.\n\nIf the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect." + descr: 'Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. + + + If the foe can''t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.' frequency: null has_been_manually_proofread: false + level: 5 + name: Boulder Roll prereqs: - descr: 'Feat: Rock Runner' feat: Rock Runner requirement: null - name: Boulder Roll source: - abbr: CRB page_start: 36 @@ -153,14 +164,15 @@ feat: - Dwarf trigger: null - action: null - descr: "You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon's critical specialization effect." + descr: You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon's critical specialization effect. frequency: null has_been_manually_proofread: false + level: 5 + name: Dwarven Weapon Cunning prereqs: - descr: 'Feat: Dwarven Weapon Familiarity' feat: Dwarven Weapon Familiarity requirement: null - name: Dwarven Weapon Cunning source: - abbr: CRB page_start: 37 @@ -172,11 +184,12 @@ feat: descr: Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).\n\nIf you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value. frequency: null has_been_manually_proofread: false + level: 9 + name: Mountain's Stoutness prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: "Mountain's Stoutness" source: - abbr: CRB page_start: 37 @@ -191,11 +204,12 @@ feat: descr: You have a deep reverence for and connection to stone. You gain *meld into stone* as a 3rd-level divine innate spell that you can cast once per day.\n\nIf you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonecunning and legendary proficiency in Perception, when you’re not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don’t take the -2 circumstance penalty. frequency: null has_been_manually_proofread: false + level: 9 + name: Stonewalker prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: Stonewalker source: - abbr: CRB page_start: 37 @@ -207,11 +221,12 @@ feat: descr: Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 13 + name: Dwarven Weapon Expertise prereqs: - descr: 'Feat: Dwarven Weapon Familiarity' feat: Dwarven Weapon Familiarity requirement: null - name: Dwarven Weapon Expertise source: - abbr: CRB page_start: 37 @@ -219,16 +234,16 @@ feat: traits: - Dwarf trigger: null -# TODO continue formatting checks after here - action: null descr: You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. frequency: null has_been_manually_proofread: false + level: 1 + name: Ancestral Longevity prereqs: - descr: at least 100 years old feat: null requirement: null - name: Ancestral Longevity source: - abbr: CRB page_start: 40 @@ -240,11 +255,12 @@ feat: descr: You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore. frequency: null has_been_manually_proofread: false + level: 1 + name: Elven Lore prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Elven Lore source: - abbr: CRB page_start: 40 @@ -256,11 +272,12 @@ feat: descr: You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. frequency: null has_been_manually_proofread: false + level: 1 + name: Elven Weapon Familiarity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Elven Weapon Familiarity source: - abbr: CRB page_start: 40 @@ -272,11 +289,12 @@ feat: descr: Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. frequency: null has_been_manually_proofread: false + level: 1 + name: Forlorn prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Forlorn source: - abbr: CRB page_start: 40 @@ -288,11 +306,12 @@ feat: descr: Your muscles are tightly honed. Your Speed increases by 5 feet. frequency: null has_been_manually_proofread: false + level: 1 + name: Nimble Elf prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Nimble Elf source: - abbr: CRB page_start: 40 @@ -304,11 +323,12 @@ feat: descr: Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. frequency: null has_been_manually_proofread: false + level: 1 + name: Otherworldly Magic prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Otherworldly Magic source: - abbr: CRB page_start: 40 @@ -320,11 +340,12 @@ feat: descr: Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious. frequency: null has_been_manually_proofread: false + level: 1 + name: Unwavering Mien prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Unwavering Mien source: - abbr: CRB page_start: 40 @@ -336,11 +357,12 @@ feat: descr: You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature. frequency: null has_been_manually_proofread: false + level: 5 + name: Ageless Patience prereqs: - descr: Ancestry Level 5 feat: null requirement: null - name: Ageless Patience source: - abbr: CRB page_start: 40 @@ -352,11 +374,12 @@ feat: descr: You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false + level: 5 + name: Elven Weapon Elegance prereqs: - descr: 'Feat: Elven Weapon Familiarity' feat: Elven Weapon Familiarity requirement: null - name: Elven Weapon Elegance source: - abbr: CRB page_start: 41 @@ -368,11 +391,12 @@ feat: descr: You move in a graceful dance, and even your steps are broad. You Step 5 feet twice. frequency: null has_been_manually_proofread: false + level: 9 + name: Elf Step prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: Elf Step source: - abbr: CRB page_start: 41 @@ -384,11 +408,12 @@ feat: descr: You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity. frequency: null has_been_manually_proofread: false + level: 9 + name: Expert Longevity prereqs: - descr: 'Feat: Ancestral Longevity' feat: Ancestral Longevity requirement: null - name: Expert Longevity source: - abbr: CRB page_start: 41 @@ -400,11 +425,12 @@ feat: descr: You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Elven Longevity and Expert Longevity. frequency: once per day has_been_manually_proofread: false + level: 13 + name: Universal Longevity prereqs: - descr: 'Feat: Expert Longevity' feat: Expert Longevity requirement: null - name: Universal Longevity source: - abbr: CRB page_start: 41 @@ -416,11 +442,12 @@ feat: descr: Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 13 + name: Elven Weapon Expertise prereqs: - descr: 'Feat: Elven Weapon Familiarity' feat: Elven Weapon Familiarity requirement: null - name: Elven Weapon Expertise source: - abbr: CRB page_start: 41 @@ -432,11 +459,12 @@ feat: descr: You build a rapport with an animal, which becomes magically bonded to you. You gain a <%FAMILARS%%>familiar using the rules on page 217. The type of animal is up to you, but most gnomes choose animals with a burrow Speed. frequency: null has_been_manually_proofread: false + level: 1 + name: Animal Accomplice prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Animal Accomplice source: - abbr: CRB page_start: 44 @@ -448,11 +476,12 @@ feat: descr: You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. frequency: null has_been_manually_proofread: false + level: 1 + name: Burrow Elocutionist prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Burrow Elocutionist source: - abbr: CRB page_start: 44 @@ -464,11 +493,12 @@ feat: descr: Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. frequency: null has_been_manually_proofread: false + level: 1 + name: Fey Fellowship prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Fey Fellowship source: - abbr: CRB page_start: 44 @@ -480,11 +510,12 @@ feat: descr: Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. frequency: null has_been_manually_proofread: false + level: 1 + name: First World Magic prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: First World Magic source: - abbr: CRB page_start: 44 @@ -496,11 +527,12 @@ feat: descr: You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them. frequency: null has_been_manually_proofread: false + level: 1 + name: Gnome Obsession prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Gnome Obsession source: - abbr: CRB page_start: 44 @@ -512,11 +544,12 @@ feat: descr: You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons. frequency: null has_been_manually_proofread: false + level: 1 + name: Gnome Weapon Familiarity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Gnome Weapon Familiarity source: - abbr: CRB page_start: 44 @@ -528,11 +561,12 @@ feat: descr: Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion. frequency: null has_been_manually_proofread: false + level: 1 + name: Illusion Sense prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Illusion Sense source: - abbr: CRB page_start: 44 @@ -544,11 +578,12 @@ feat: descr: You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill). frequency: null has_been_manually_proofread: false + level: 5 + name: Animal Elocutionist prereqs: - descr: 'Feat: Burrow Elocutionist' feat: Burrow Elocutionist requirement: null - name: Animal Elocutionist source: - abbr: CRB page_start: 45 @@ -560,11 +595,12 @@ feat: descr: The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum. frequency: once per day has_been_manually_proofread: false + level: 5 + name: Energized Font prereqs: - descr: at least one Innate Spell from a Gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells feat: null requirement: null - name: Energized Font source: - abbr: CRB page_start: 45 @@ -576,11 +612,12 @@ feat: descr: You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false + level: 5 + name: Gnome Weapon Innovator prereqs: - descr: 'Feat: Gnome Weapon Familiarity' feat: Gnome Weapon Familiarity requirement: null - name: Gnome Weapon Innovator source: - abbr: CRB page_start: 45 @@ -592,11 +629,12 @@ feat: descr: Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day. frequency: null has_been_manually_proofread: false + level: 9 + name: First World Adept prereqs: - descr: at least one primal innate spell feat: null requirement: null - name: First World Adept source: - abbr: CRB page_start: 45 @@ -608,11 +646,12 @@ feat: descr: Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds. frequency: null has_been_manually_proofread: false + level: 9 + name: Vivacious Conduit prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: Vivacious Conduit source: - abbr: CRB page_start: 45 @@ -624,11 +663,12 @@ feat: descr: Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all gnome weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 13 + name: Gnome Weapon Expertise prereqs: - descr: 'Feat: Gnome Weapon Familiarity' feat: Gnome Weapon Familiarity requirement: null - name: Gnome Weapon Expertise source: - abbr: CRB page_start: 45 @@ -640,11 +680,11 @@ feat: descr: Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal. frequency: null has_been_manually_proofread: false + name: Burn It! prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Burn It! source: - abbr: CRB page_start: 48 @@ -656,11 +696,12 @@ feat: descr: You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement. frequency: null has_been_manually_proofread: false + level: 1 + name: City Scavenger prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: City Scavenger source: - abbr: CRB page_start: 48 @@ -672,11 +713,12 @@ feat: descr: You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore. frequency: null has_been_manually_proofread: false + level: 1 + name: Goblin Lore prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Goblin Lore source: - abbr: CRB page_start: 48 @@ -688,11 +730,12 @@ feat: descr: You take advantage of your ally’s movement to adjust your position. You Step. frequency: null has_been_manually_proofread: false + level: 1 + name: Goblin Scuttle prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Goblin Scuttle source: - abbr: CRB page_start: 48 @@ -704,11 +747,12 @@ feat: descr: You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. frequency: null has_been_manually_proofread: false + level: 1 + name: Goblin Song prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Goblin Song source: - abbr: CRB page_start: 48 @@ -720,11 +764,12 @@ feat: descr: Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. frequency: null has_been_manually_proofread: false + level: 1 + name: Goblin Weapon Familiarity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Goblin Weapon Familiarity source: - abbr: CRB page_start: 48 @@ -736,11 +781,12 @@ feat: descr: You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes. frequency: null has_been_manually_proofread: false + level: 1 + name: Junk Tinker prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Junk Tinker source: - abbr: CRB page_start: 48 @@ -752,11 +798,12 @@ feat: descr: You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion’s steed ally. frequency: null has_been_manually_proofread: false + level: 1 + name: Rough Rider prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Rough Rider source: - abbr: CRB page_start: 48 @@ -768,11 +815,12 @@ feat: descr: Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn. frequency: null has_been_manually_proofread: false + level: 1 + name: Very Sneaky prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Very Sneaky source: - abbr: CRB page_start: 49 @@ -784,11 +832,12 @@ feat: descr: You know how to wield your people’s vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false + level: 5 + name: Goblin Weapon Frenzy prereqs: - descr: 'Feat: Goblin Weapon Familiarity' feat: Goblin Weapon Familiarity requirement: null - name: Goblin Weapon Frenzy source: - abbr: CRB page_start: 49 @@ -800,11 +849,12 @@ feat: descr: After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet. frequency: null has_been_manually_proofread: false + level: 9 + name: Cave Climber prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: Cave Climber source: - abbr: CRB page_start: 49 @@ -816,11 +866,12 @@ feat: descr: You can scuttle farther and faster when maneuvering alongside allies. When you use <%FEATS%Goblin Scuttle%%>Goblin Scuttle, you can Stride up to half your Speed instead of Stepping. frequency: null has_been_manually_proofread: false + level: 9 + name: Skittering Scuttle prereqs: - descr: 'Feat: Goblin Scuttle' feat: Goblin Scuttle requirement: null - name: Skittering Scuttle source: - abbr: CRB page_start: 49 @@ -832,11 +883,12 @@ feat: descr: Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 13 + name: Goblin Weapon Expertise prereqs: - descr: 'Feat: Goblin Weapon Familiarity' feat: Goblin Weapon Familiarity requirement: null - name: Goblin Weapon Expertise source: - abbr: CRB page_start: 49 @@ -848,11 +900,11 @@ feat: descr: You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak. frequency: null has_been_manually_proofread: false + name: Very, Very Sneaky prereqs: - descr: 'Feat: Very Sneaky' feat: Very Sneaky requirement: null - name: Very, Very Sneaky source: - abbr: CRB page_start: 49 @@ -864,11 +916,12 @@ feat: descr: You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action. frequency: null has_been_manually_proofread: false + level: 1 + name: Distracting Shadows prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Distracting Shadows source: - abbr: CRB page_start: 52 @@ -880,11 +933,12 @@ feat: descr: You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore. frequency: null has_been_manually_proofread: false + level: 1 + name: Halfling Lore prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Halfling Lore source: - abbr: CRB page_start: 52 @@ -896,11 +950,12 @@ feat: descr: Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. frequency: once per day has_been_manually_proofread: false + level: 1 + name: Halfling Luck prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Halfling Luck source: - abbr: CRB page_start: 52 @@ -913,11 +968,12 @@ feat: descr: You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword. In addition, you gain access to all uncommon halfling weapons. For you, martial halfling weapons are simple weapons, and advanced halfling weapons are martial weapons. frequency: null has_been_manually_proofread: false + level: 1 + name: Halfling Weapon Familiarity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Halfling Weapon Familiarity source: - abbr: CRB page_start: 52 @@ -929,11 +985,12 @@ feat: descr: Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not flat-footed when you attempt to Balance or Climb. frequency: null has_been_manually_proofread: false + level: 1 + name: Sure Feet prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Sure Feet source: - abbr: CRB page_start: 52 @@ -945,11 +1002,12 @@ feat: descr: You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279). frequency: null has_been_manually_proofread: false + level: 1 + name: Titan Slinger prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Titan Slinger source: - abbr: CRB page_start: 52 @@ -961,11 +1019,12 @@ feat: descr: You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you. frequency: null has_been_manually_proofread: false + level: 1 + name: Unfettered Halfling prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Unfettered Halfling source: - abbr: CRB page_start: 52 @@ -977,11 +1036,12 @@ feat: descr: Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect. frequency: null has_been_manually_proofread: false + level: 1 + name: Watchful Halfling prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Watchful Halfling source: - abbr: CRB page_start: 52 @@ -993,11 +1053,12 @@ feat: descr: During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. frequency: null has_been_manually_proofread: false + level: 5 + name: Cultural Adaptability prereqs: - descr: Ancestry Level 5 feat: null requirement: null - name: Cultural Adaptability source: - abbr: CRB page_start: 53 @@ -1009,11 +1070,12 @@ feat: descr: You are particularly adept at fighting with your people’s favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false + level: 5 + name: Halfling Weapon Trickster prereqs: - descr: 'Feat: Halfling Weapon Familiarity' feat: Halfling Weapon Familiarity requirement: null - name: Halfling Weapon Trickster source: - abbr: CRB page_start: 53 @@ -1025,11 +1087,12 @@ feat: descr: 'Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.' frequency: null has_been_manually_proofread: false + level: 9 + name: Guiding Luck prereqs: - descr: 'Feat: Halfling Luck' feat: Halfling Luck requirement: null - name: Guiding Luck source: - abbr: CRB page_start: 53 @@ -1041,11 +1104,12 @@ feat: descr: You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead. frequency: null has_been_manually_proofread: false + level: 9 + name: Irrepressible prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: Irrepressible source: - abbr: CRB page_start: 53 @@ -1057,11 +1121,12 @@ feat: descr: You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover. frequency: null has_been_manually_proofread: false + level: 13 + name: Ceaseless Shadows prereqs: - descr: 'Feat: Distracting Shadows' feat: Distracting Shadows requirement: null - name: Ceaseless Shadows source: - abbr: CRB page_start: 53 @@ -1073,11 +1138,12 @@ feat: descr: Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 13 + name: Halfling Weapon Expertise prereqs: - descr: 'Feat: Halfling Weapon Familiarity' feat: Halfling Weapon Familiarity requirement: null - name: Halfling Weapon Expertise source: - abbr: CRB page_start: 53 @@ -1089,11 +1155,12 @@ feat: descr: Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. frequency: null has_been_manually_proofread: false + level: 1 + name: Adapted Cantrip prereqs: - descr: Spellcasting Class Feature feat: null requirement: null - name: Adapted Cantrip source: - abbr: CRB page_start: 57 @@ -1105,11 +1172,12 @@ feat: descr: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid. frequency: null has_been_manually_proofread: false + level: 1 + name: Cooperative Nature prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Cooperative Nature source: - abbr: CRB page_start: 57 @@ -1121,11 +1189,12 @@ feat: descr: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’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. frequency: null has_been_manually_proofread: false + level: 1 + name: General Training prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: General Training source: - abbr: CRB page_start: 57 @@ -1137,11 +1206,12 @@ feat: descr: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week). frequency: null has_been_manually_proofread: false + level: 1 + name: Haughty Obstinacy prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Haughty Obstinacy source: - abbr: CRB page_start: 57 @@ -1153,11 +1223,12 @@ feat: descr: 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. frequency: null has_been_manually_proofread: false + level: 1 + name: Natural Ambition prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Natural Ambition source: - abbr: CRB page_start: 57 @@ -1169,11 +1240,12 @@ feat: descr: Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice. frequency: null has_been_manually_proofread: false + level: 1 + name: Natural Skill prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Natural Skill source: - abbr: CRB page_start: 57 @@ -1185,11 +1257,12 @@ feat: descr: You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. frequency: null has_been_manually_proofread: false + level: 1 + name: Unconventional Weaponry prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Unconventional Weaponry source: - abbr: CRB page_start: 57 @@ -1201,11 +1274,12 @@ feat: descr: You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire. frequency: null has_been_manually_proofread: false + level: 5 + name: Adaptive Adept prereqs: - descr: can cast 3rd-level Spells feat: null requirement: null - name: Adaptive Adept source: - abbr: CRB page_start: 57 @@ -1217,11 +1291,12 @@ feat: descr: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. frequency: null has_been_manually_proofread: false + level: 5 + name: Clever Improviser prereqs: - descr: Ancestry Level 5 feat: null requirement: null - name: Clever Improviser source: - abbr: CRB page_start: 57 @@ -1233,11 +1308,11 @@ feat: descr: You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success. frequency: null has_been_manually_proofread: false + name: Cooperataive Soul prereqs: - descr: 'Feat: Cooperative Nature' feat: Cooperative Nature requirement: null - name: Cooperataive Soul source: - abbr: CRB page_start: 57 @@ -1249,11 +1324,12 @@ feat: descr: A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check. frequency: once per day has_been_manually_proofread: false + level: 9 + name: Incredible Improvisation prereqs: - descr: 'Feat: Clever Improviser' feat: Clever Improviser requirement: null - name: Incredible Improvisation source: - abbr: CRB page_start: 57 @@ -1265,11 +1341,12 @@ feat: descr: You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. If you’re a half-elf, you don’t need to meet the feat’s ability score prerequisites. frequency: null has_been_manually_proofread: false + level: 9 + name: Multitalented prereqs: - descr: Ancestry Level 9 feat: null requirement: null - name: Multitalented source: - abbr: CRB page_start: 58 @@ -1281,11 +1358,12 @@ feat: descr: You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry. frequency: null has_been_manually_proofread: false + level: 13 + name: Unconventional Expertise prereqs: - descr: trained in the weapon you chose for Unconventional Weaponry feat: null requirement: null - name: Unconventional Expertise source: - abbr: CRB page_start: 58 @@ -1297,11 +1375,12 @@ feat: descr: Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit. frequency: null has_been_manually_proofread: false + level: 1 + name: Elf Atavism prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Elf Atavism source: - abbr: CRB page_start: 58 @@ -1313,11 +1392,12 @@ feat: descr: Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so. frequency: null has_been_manually_proofread: false + level: 5 + name: Inspire Imitation prereqs: - descr: Ancestry Level 5 feat: null requirement: null - name: Inspire Imitation source: - abbr: CRB page_start: 58 @@ -1329,11 +1409,12 @@ feat: descr: The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an arcane innate spell once per day. frequency: null has_been_manually_proofread: false + level: 5 + name: Supernatural Charm prereqs: - descr: Ancestry Level 5 feat: null requirement: null - name: Supernatural Charm source: - abbr: CRB page_start: 58 @@ -1345,11 +1426,12 @@ feat: descr: Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures. frequency: null has_been_manually_proofread: false + level: 1 + name: Monstrous Peacemaker prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Monstrous Peacemaker source: - abbr: CRB page_start: 59 @@ -1361,11 +1443,12 @@ feat: descr: Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. frequency: once per day has_been_manually_proofread: false + level: 1 + name: Orc Ferocity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Orc Ferocity source: - abbr: CRB page_start: 59 @@ -1377,11 +1460,12 @@ feat: descr: Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. frequency: null has_been_manually_proofread: false + level: 1 + name: Orc Sight prereqs: - descr: low-light vision feat: null requirement: null - name: Orc Sight source: - abbr: CRB page_start: 59 @@ -1393,11 +1477,12 @@ feat: descr: You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect. frequency: null has_been_manually_proofread: false + level: 1 + name: Orc Superstition prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Orc Superstition source: - abbr: CRB page_start: 59 @@ -1410,11 +1495,12 @@ feat: descr: In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For you, martial orc weapons are simple weapons, and advanced orc weapons are martial weapons. frequency: null has_been_manually_proofread: false + level: 1 + name: Orc Weapon Famailiarity prereqs: - descr: Ancestry Level 1 feat: null requirement: null - name: Orc Weapon Famailiarity source: - abbr: CRB page_start: 59 @@ -1426,11 +1512,12 @@ feat: descr: You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false + level: 5 + name: Orc Weapon Carnage prereqs: - descr: 'Feat: Orc Weapon Famailiarity' feat: Orc Weapon Famailiarity requirement: null - name: Orc Weapon Carnage source: - abbr: CRB page_start: 59 @@ -1442,11 +1529,12 @@ feat: descr: Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn. frequency: null has_been_manually_proofread: false + level: 5 + name: Victorious Vigor prereqs: - descr: Ancestry Level 5 feat: null requirement: null - name: Victorious Vigor source: - abbr: CRB page_start: 59 @@ -1458,11 +1546,12 @@ feat: descr: You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times. frequency: null has_been_manually_proofread: false + level: 9 + name: Pervasive Superstition prereqs: - descr: 'Feat: Orc Superstition' feat: Orc Superstition requirement: null - name: Pervasive Superstition source: - abbr: CRB page_start: 59 @@ -1474,11 +1563,12 @@ feat: descr: Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day. frequency: null has_been_manually_proofread: false + level: 13 + name: Incredible Ferocity prereqs: - descr: 'Feat: Orc Ferocity' feat: Orc Ferocity requirement: null - name: Incredible Ferocity source: - abbr: CRB page_start: 59 @@ -1490,11 +1580,12 @@ feat: descr: Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the falchion, the greataxe, and all orc weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 13 + name: Orc Weapon Expertise prereqs: - descr: 'Feat: Orc Weapon Famailiarity' feat: Orc Weapon Famailiarity requirement: null - name: Orc Weapon Expertise source: - abbr: CRB page_start: 59 @@ -1506,11 +1597,12 @@ feat: descr: You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information). frequency: null has_been_manually_proofread: false + level: 1 + name: Alchemical Familiar prereqs: - descr: Class Level 1 feat: null requirement: null - name: Alchemical Familiar source: - abbr: CRB page_start: 76 @@ -1522,11 +1614,12 @@ feat: descr: You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. frequency: null has_been_manually_proofread: false + level: 1 + name: Alchemical Savant prereqs: - descr: trained in Crafting feat: null requirement: null - name: Alchemical Savant source: - abbr: CRB page_start: 76 @@ -1538,11 +1631,12 @@ feat: descr: You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. frequency: null has_been_manually_proofread: false + level: 1 + name: Far Lobber prereqs: - descr: Class Level 1 feat: null requirement: null - name: Far Lobber source: - abbr: CRB page_start: 76 @@ -1554,11 +1648,12 @@ feat: descr: You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it. frequency: null has_been_manually_proofread: false + level: 1 + name: Quick Bomber prereqs: - descr: Class Level 1 feat: null requirement: null - name: Quick Bomber source: - abbr: CRB page_start: 76 @@ -1570,11 +1665,12 @@ feat: descr: Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. frequency: null has_been_manually_proofread: false + level: 2 + name: Poison Resistance (Alchemist) prereqs: - descr: Class Level 2 feat: null requirement: null - name: Poison Resistance (Alchemist) source: - abbr: CRB page_start: 77 @@ -1586,11 +1682,12 @@ feat: descr: While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen. frequency: null has_been_manually_proofread: false + level: 2 + name: Revivifying Mutagen prereqs: - descr: Class Level 2 feat: null requirement: null - name: Revivifying Mutagen source: - abbr: CRB page_start: 77 @@ -1602,11 +1699,12 @@ feat: descr: You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. frequency: once per round has_been_manually_proofread: false + level: 2 + name: Smoke Bomb prereqs: - descr: Class Level 2 feat: null requirement: null - name: Smoke Bomb source: - abbr: CRB page_start: 77 @@ -1619,11 +1717,12 @@ feat: descr: You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. frequency: null has_been_manually_proofread: false + level: 4 + name: Calculated Splash prereqs: - descr: Class Level 4 feat: null requirement: null - name: Calculated Splash source: - abbr: CRB page_start: 77 @@ -1635,11 +1734,12 @@ feat: descr: Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. frequency: null has_been_manually_proofread: false + level: 4 + name: Efficient Alchemy prereqs: - descr: Class Level 4 feat: null requirement: null - name: Efficient Alchemy source: - abbr: CRB page_start: 77 @@ -1651,11 +1751,12 @@ feat: descr: You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn. frequency: null has_been_manually_proofread: false + level: 4 + name: Enduring Alchemy prereqs: - descr: Class Level 4 feat: null requirement: null - name: Enduring Alchemy source: - abbr: CRB page_start: 78 @@ -1667,11 +1768,12 @@ feat: descr: You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors. frequency: once per round has_been_manually_proofread: false + level: 6 + name: Combine Elixirs prereqs: - descr: Class Level 6 feat: null requirement: null - name: Combine Elixirs source: - abbr: CRB page_start: 78 @@ -1684,11 +1786,12 @@ feat: descr: 'Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).' frequency: once per round has_been_manually_proofread: false + level: 6 + name: Debilitating Bomb prereqs: - descr: Class Level 6 feat: null requirement: null - name: Debilitating Bomb source: - abbr: CRB page_start: 78 @@ -1701,11 +1804,12 @@ feat: descr: You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone. frequency: null has_been_manually_proofread: false + level: 6 + name: Directional Bombs prereqs: - descr: Class Level 6 feat: null requirement: null - name: Directional Bombs source: - abbr: CRB page_start: 78 @@ -1717,11 +1821,12 @@ feat: descr: Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen you created, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. frequency: null has_been_manually_proofread: false + level: 8 + name: Feral Mutagen prereqs: - descr: Class Level 8 feat: null requirement: null - name: Feral Mutagen source: - abbr: CRB page_start: 79 @@ -1733,11 +1838,12 @@ feat: descr: Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC. frequency: null has_been_manually_proofread: false + level: 8 + name: Powerful Alchemy prereqs: - descr: Class Level 8 feat: null requirement: null - name: Powerful Alchemy source: - abbr: CRB page_start: 79 @@ -1749,11 +1855,12 @@ feat: descr: You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts. frequency: once per round has_been_manually_proofread: false + level: 8 + name: Sticky Bomb prereqs: - descr: Class Level 8 feat: null requirement: null - name: Sticky Bomb source: - abbr: CRB page_start: 79 @@ -1766,11 +1873,12 @@ feat: descr: You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing. frequency: null has_been_manually_proofread: false + level: 10 + name: Elastic Mutagen prereqs: - descr: Class Level 10 feat: null requirement: null - name: Elastic Mutagen source: - abbr: CRB page_start: 79 @@ -1782,11 +1890,12 @@ feat: descr: The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb you created and that bomb has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target. frequency: null has_been_manually_proofread: false + level: 10 + name: Expanded Splash prereqs: - descr: 'Feat: Calculated Splash' feat: Calculated Splash requirement: null - name: Expanded Splash source: - abbr: CRB page_start: 79 @@ -1798,11 +1907,12 @@ feat: descr: 'You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.' frequency: null has_been_manually_proofread: false + level: 10 + name: Greater Debilitating Bomb prereqs: - descr: 'Feat: Debilitating Bomb' feat: Debilitating Bomb requirement: null - name: Greater Debilitating Bomb source: - abbr: CRB page_start: 79 @@ -1814,11 +1924,12 @@ feat: descr: You mix a special additive into your elixir that calms the drinker’s body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker. frequency: once per round has_been_manually_proofread: false + level: 10 + name: Merciful Elixir prereqs: - descr: Class Level 10 feat: null requirement: null - name: Merciful Elixir source: - abbr: CRB page_start: 79 @@ -1831,11 +1942,12 @@ feat: descr: By concentrating your poisons’ toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC. frequency: null has_been_manually_proofread: false + level: 10 + name: Potent Poisoner prereqs: - descr: 'Feat: Powerful Alchemy' feat: Powerful Alchemy requirement: null - name: Potent Poisoner source: - abbr: CRB page_start: 79 @@ -1847,11 +1959,12 @@ feat: descr: Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. frequency: null has_been_manually_proofread: false + level: 12 + name: Extend Elixir prereqs: - descr: Class Level 12 feat: null requirement: null - name: Extend Elixir source: - abbr: CRB page_start: 79 @@ -1863,11 +1976,12 @@ feat: descr: The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen you created, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0). frequency: null has_been_manually_proofread: false + level: 12 + name: Invincible Mutagen prereqs: - descr: Class Level 12 feat: null requirement: null - name: Invincible Mutagen source: - abbr: CRB page_start: 79 @@ -1879,11 +1993,12 @@ feat: descr: You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature. frequency: null has_been_manually_proofread: false + level: 12 + name: Uncanny Bombs prereqs: - descr: 'Feat: Far Lobber' feat: Far Lobber requirement: null - name: Uncanny Bombs source: - abbr: CRB page_start: 79 @@ -1895,11 +2010,12 @@ feat: descr: Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages). frequency: null has_been_manually_proofread: false + level: 14 + name: Glib Mutagen prereqs: - descr: Class Level 14 feat: null requirement: null - name: Glib Mutagen source: - abbr: CRB page_start: 80 @@ -1911,11 +2027,12 @@ feat: descr: Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition. frequency: null has_been_manually_proofread: false + level: 14 + name: Greater Merciful Elixir prereqs: - descr: 'Feat: Merciful Elixir' feat: Merciful Elixir requirement: null - name: Greater Merciful Elixir source: - abbr: CRB page_start: 80 @@ -1927,11 +2044,12 @@ feat: descr: 'Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.' frequency: null has_been_manually_proofread: false + level: 14 + name: True Debilitating Bomb prereqs: - descr: 'Feat: Greater Debilitating Bomb' feat: Greater Debilitating Bomb requirement: null - name: True Debilitating Bomb source: - abbr: CRB page_start: 80 @@ -1943,11 +2061,12 @@ feat: descr: Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. frequency: null has_been_manually_proofread: false + level: 16 + name: Eternal Elixir prereqs: - descr: 'Feat: Extend Elixir' feat: Extend Elixir requirement: null - name: Eternal Elixir source: - abbr: CRB page_start: 80 @@ -1959,11 +2078,12 @@ feat: descr: You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack. frequency: once per round has_been_manually_proofread: false + level: 16 + name: Exploitive Bomb prereqs: - descr: Class Level 16 feat: null requirement: null - name: Exploitive Bomb source: - abbr: CRB page_start: 80 @@ -1976,11 +2096,12 @@ feat: descr: Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you’re affected by a cognitive mutagen you created, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. frequency: null has_been_manually_proofread: false + level: 16 + name: Genius Mutagen prereqs: - descr: Class Level 16 feat: null requirement: null - name: Genius Mutagen source: - abbr: CRB page_start: 81 @@ -1992,11 +2113,12 @@ feat: descr: You’ve trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration. frequency: null has_been_manually_proofread: false + level: 16 + name: Persistent Mutagen prereqs: - descr: 'Feat: Extend Elixir' feat: Extend Elixir requirement: null - name: Persistent Mutagen source: - abbr: CRB page_start: 81 @@ -2008,11 +2130,12 @@ feat: descr: Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools instead of any other required tool kits. Other than that, the formula does not change. Once you’ve chosen the potion formulas, they can’t be changed. frequency: null has_been_manually_proofread: false + level: 18 + name: Improbable Elixirs prereqs: - descr: Class Level 18 feat: null requirement: null - name: Improbable Elixirs source: - abbr: CRB page_start: 81 @@ -2024,11 +2147,12 @@ feat: descr: With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you’re affected by a serene mutagen you created, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you. frequency: null has_been_manually_proofread: false + level: 18 + name: Mindblank Mutagen prereqs: - descr: Class Level 18 feat: null requirement: null - name: Mindblank Mutagen source: - abbr: CRB page_start: 81 @@ -2040,11 +2164,12 @@ feat: descr: Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1. frequency: once every 10 minutes has_been_manually_proofread: false + level: 18 + name: Miracle Worker prereqs: - descr: Class Level 18 feat: null requirement: null - name: Miracle Worker source: - abbr: CRB page_start: 81 @@ -2056,11 +2181,12 @@ feat: descr: You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw. frequency: null has_been_manually_proofread: false + level: 18 + name: Perfect Debilitation prereqs: - descr: Class Level 18 feat: null requirement: null - name: Perfect Debilitation source: - abbr: CRB page_start: 81 @@ -2072,11 +2198,11 @@ feat: descr: Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book. frequency: null has_been_manually_proofread: false + name: Craft Philosopher’s Stone prereqs: - descr: Class Level 20 feat: null requirement: null - name: Craft Philosopher’s Stone source: - abbr: CRB page_start: 81 @@ -2088,11 +2214,12 @@ feat: descr: You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects. frequency: null has_been_manually_proofread: false + level: 20 + name: Mega Bomb prereqs: - descr: 'Feat: Expanded Splash' feat: Expanded Splash requirement: You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. - name: Mega Bomb source: - abbr: CRB page_start: 81 @@ -2105,11 +2232,12 @@ feat: descr: You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback. frequency: null has_been_manually_proofread: false + level: 20 + name: Perfect Mutagen prereqs: - descr: Class Level 20 feat: null requirement: null - name: Perfect Mutagen source: - abbr: CRB page_start: 81 @@ -2121,11 +2249,12 @@ feat: descr: When you are raging, your visual senses improve, granting you darkvision. frequency: null has_been_manually_proofread: false + level: 1 + name: Acute Vision prereqs: - descr: Class Level 1 feat: null requirement: null - name: Acute Vision source: - abbr: CRB page_start: 88 @@ -2137,11 +2266,12 @@ feat: descr: You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait. frequency: null has_been_manually_proofread: false + level: 1 + name: Moment of Clarity prereqs: - descr: Class Level 1 feat: null requirement: null - name: Moment of Clarity source: - abbr: CRB page_start: 88 @@ -2155,11 +2285,12 @@ feat: descr: Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats. frequency: null has_been_manually_proofread: false + level: 1 + name: Raging Intimidation prereqs: - descr: Class Level 1 feat: null requirement: null - name: Raging Intimidation source: - abbr: CRB page_start: 88 @@ -2171,11 +2302,12 @@ feat: descr: Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks. frequency: null has_been_manually_proofread: false + level: 1 + name: Raging Thrower prereqs: - descr: Class Level 1 feat: null requirement: null - name: Raging Thrower source: - abbr: CRB page_start: 88 @@ -2187,11 +2319,12 @@ feat: descr: With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 1 + name: Sudden Charge prereqs: - descr: Class Level 1 feat: null requirement: null - name: Sudden Charge source: - abbr: CRB page_start: 88 @@ -2209,11 +2342,12 @@ feat: descr: When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet. frequency: null has_been_manually_proofread: false + level: 2 + name: Acute Scent prereqs: - descr: acute vision or darkvision feat: null requirement: null - name: Acute Scent source: - abbr: CRB page_start: 88 @@ -2225,11 +2359,12 @@ feat: descr: Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes. frequency: null has_been_manually_proofread: false + level: 2 + name: Furious Finish prereqs: - descr: Class Level 2 feat: null requirement: null - name: Furious Finish source: - abbr: CRB page_start: 89 @@ -2242,11 +2377,12 @@ feat: descr: You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 2 + name: No Escape prereqs: - descr: Class Level 2 feat: null requirement: null - name: No Escape source: - abbr: CRB page_start: 89 @@ -2259,11 +2395,12 @@ feat: descr: You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes. frequency: null has_been_manually_proofread: false + level: 2 + name: Second Wind prereqs: - descr: Class Level 2 feat: null requirement: null - name: Second Wind source: - abbr: CRB page_start: 89 @@ -2275,11 +2412,12 @@ feat: descr: You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success. frequency: null has_been_manually_proofread: false + level: 2 + name: Shake it Off prereqs: - descr: Class Level 2 feat: null requirement: null - name: Shake it Off source: - abbr: CRB page_start: 89 @@ -2293,11 +2431,12 @@ feat: descr: Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed. frequency: null has_been_manually_proofread: false + level: 4 + name: Fast Movement prereqs: - descr: Class Level 4 feat: null requirement: null - name: Fast Movement source: - abbr: CRB page_start: 89 @@ -2309,11 +2448,12 @@ feat: descr: Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically. frequency: null has_been_manually_proofread: false + level: 4 + name: Raging Athlete prereqs: - descr: expert in Athletics feat: null requirement: null - name: Raging Athlete source: - abbr: CRB page_start: 89 @@ -2325,11 +2465,12 @@ feat: descr: You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks. frequency: null has_been_manually_proofread: false + level: 4 + name: Swipe prereqs: - descr: Class Level 4 feat: null requirement: null - name: Swipe source: - abbr: CRB page_start: 89 @@ -2343,11 +2484,12 @@ feat: descr: You roar in pain, awakening the rage within you. You Rage. frequency: null has_been_manually_proofread: false + level: 4 + name: Wounded Rage prereqs: - descr: Class Level 4 feat: null requirement: null - name: Wounded Rage source: - abbr: CRB page_start: 90 @@ -2360,11 +2502,12 @@ feat: descr: Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the greater juggernaut class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. frequency: null has_been_manually_proofread: false + level: 6 + name: Animal Skin prereqs: - descr: 'Feature: animal instinct' feat: null requirement: null - name: Animal Skin source: - abbr: CRB page_start: 90 @@ -2380,11 +2523,12 @@ feat: descr: You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. frequency: null has_been_manually_proofread: false + level: 6 + name: Attack of Opportunity (Barbarian) prereqs: - descr: Class Level 6 feat: null requirement: null - name: Attack of Opportunity (Barbarian) source: - abbr: CRB page_start: 90 @@ -2396,11 +2540,12 @@ feat: descr: You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip. frequency: null has_been_manually_proofread: false + level: 6 + name: Brutal Bully prereqs: - descr: expert in Athletics feat: null requirement: null - name: Brutal Bully source: - abbr: CRB page_start: 90 @@ -2412,11 +2557,12 @@ feat: descr: You swing clear through one foe and into another. Make a melee Strike against the second foe. frequency: null has_been_manually_proofread: false + level: 6 + name: Cleave prereqs: - descr: Class Level 6 feat: null requirement: null - name: Cleave source: - abbr: CRB page_start: 90 @@ -2429,11 +2575,11 @@ feat: descr: You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. frequency: null has_been_manually_proofread: false + name: Dragon’s Rage Breath prereqs: - descr: 'Feature: dragon instinct' feat: null requirement: You haven’t used this ability since you last Raged. - name: Dragon’s Rage Breath source: - abbr: CRB page_start: 90 @@ -2450,11 +2596,11 @@ feat: descr: You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition (page 618) until you stop raging. Your equipment grows with you. frequency: null has_been_manually_proofread: false + name: Giant’s Stature prereqs: - descr: 'Feature: giant instinct' feat: null requirement: You are Medium or smaller. - name: Giant’s Stature source: - abbr: CRB page_start: 91 @@ -2471,11 +2617,11 @@ feat: descr: You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect. frequency: null has_been_manually_proofread: false + name: Spirits’ Interference prereqs: - descr: 'Feature: spirit instinct' feat: null requirement: null - name: Spirits’ Interference source: - abbr: CRB page_start: 91 @@ -2490,11 +2636,12 @@ feat: descr: You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait. frequency: null has_been_manually_proofread: false + level: 8 + name: Animal Rage prereqs: - descr: 'Feature: animal instinct' feat: null requirement: null - name: Animal Rage source: - abbr: CRB page_start: 91 @@ -2512,11 +2659,12 @@ feat: descr: You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions. frequency: null has_been_manually_proofread: false + level: 8 + name: Furious Bully prereqs: - descr: master in Athletics feat: null requirement: null - name: Furious Bully source: - abbr: CRB page_start: 91 @@ -2528,11 +2676,12 @@ feat: descr: You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. frequency: null has_been_manually_proofread: false + level: 8 + name: Renewed Vigor prereqs: - descr: Class Level 8 feat: null requirement: null - name: Renewed Vigor source: - abbr: CRB page_start: 91 @@ -2546,11 +2695,12 @@ feat: descr: You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. frequency: null has_been_manually_proofread: false + level: 8 + name: Share Rage prereqs: - descr: Class Level 8 feat: null requirement: null - name: Share Rage source: - abbr: CRB page_start: 91 @@ -2565,11 +2715,12 @@ feat: descr: You swing at a foe while mid-leap. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. frequency: null has_been_manually_proofread: false + level: 8 + name: Sudden Leap (Barbarian) prereqs: - descr: Class Level 8 feat: null requirement: null - name: Sudden Leap (Barbarian) source: - abbr: CRB page_start: 91 @@ -2582,11 +2733,12 @@ feat: descr: You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC. frequency: null has_been_manually_proofread: false + level: 8 + name: Thrash prereqs: - descr: Class Level 8 feat: null requirement: You have a foe grabbed. - name: Thrash source: - abbr: CRB page_start: 91 @@ -2599,11 +2751,11 @@ feat: descr: You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. frequency: null has_been_manually_proofread: false + name: Come and Get Me prereqs: - descr: Class Level 10 feat: null requirement: null - name: Come and Get Me source: - abbr: CRB page_start: 91 @@ -2617,11 +2769,12 @@ feat: descr: You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead. frequency: null has_been_manually_proofread: false + level: 10 + name: Furious Sprint prereqs: - descr: Class Level 10 feat: null requirement: null - name: Furious Sprint source: - abbr: CRB page_start: 91 @@ -2634,11 +2787,12 @@ feat: descr: Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first. frequency: null has_been_manually_proofread: false + level: 10 + name: Great Cleave prereqs: - descr: 'Feat: Cleave' feat: Cleave requirement: null - name: Great Cleave source: - abbr: CRB page_start: 91 @@ -2651,11 +2805,12 @@ feat: descr: The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove. frequency: null has_been_manually_proofread: false + level: 10 + name: Knockback prereqs: - descr: Class Level 10 feat: null requirement: Your last action was a successful Strike. - name: Knockback source: - abbr: CRB page_start: 91 @@ -2668,11 +2823,12 @@ feat: descr: You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each creature within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute. frequency: null has_been_manually_proofread: false + level: 10 + name: Terrifying Howl prereqs: - descr: 'Feat: Intimidating Glare' feat: Intimidating Glare requirement: null - name: Terrifying Howl source: - abbr: CRB page_start: 91 @@ -2686,11 +2842,11 @@ feat: descr: You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up. frequency: null has_been_manually_proofread: false + name: Dragon’s Rage Wings prereqs: - descr: 'Feature: dragon instinct' feat: null requirement: null - name: Dragon’s Rage Wings source: - abbr: CRB page_start: 92 @@ -2707,11 +2863,12 @@ feat: descr: You grab your foe while it’s distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe. frequency: null has_been_manually_proofread: false + level: 12 + name: Furious Grab prereqs: - descr: Class Level 12 feat: null requirement: Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon. - name: Furious Grab source: - abbr: CRB page_start: 92 @@ -2724,11 +2881,11 @@ feat: descr: You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement. frequency: null has_been_manually_proofread: false + name: Predator’s Pounce prereqs: - descr: 'Feature: animal instinct' feat: null requirement: You are unarmored or wearing light armor. - name: Predator’s Pounce source: - abbr: CRB page_start: 92 @@ -2743,11 +2900,11 @@ feat: descr: You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking. frequency: null has_been_manually_proofread: false + name: Spirit’s Wrath prereqs: - descr: 'Feature: spirit instinct' feat: null requirement: null - name: Spirit’s Wrath source: - abbr: CRB page_start: 92 @@ -2764,11 +2921,11 @@ feat: descr: You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition (page 618) as long as you are Huge. frequency: null has_been_manually_proofread: false + name: Titan’s Stature prereqs: - descr: 'Feat: Giants Stature' feat: Giant’s Stature requirement: null - name: Titan’s Stature source: - abbr: CRB page_start: 92 @@ -2783,11 +2940,12 @@ feat: descr: Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC. frequency: null has_been_manually_proofread: false + level: 14 + name: Awesome Blow prereqs: - descr: 'Feat: Knockdown' feat: Knockback requirement: null - name: Awesome Blow source: - abbr: CRB page_start: 93 @@ -2801,11 +2959,11 @@ feat: descr: You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature. frequency: null has_been_manually_proofread: false + name: Giant’s Lunge prereqs: - descr: 'Feature: giant instinct' feat: null requirement: null - name: Giant’s Lunge source: - abbr: CRB page_start: 93 @@ -2819,11 +2977,12 @@ feat: descr: When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. frequency: null has_been_manually_proofread: false + level: 14 + name: Vengeful Strike prereqs: - descr: 'Feat: Come And Get Me' feat: Come and Get Me requirement: You’re under the effect of Come and Get Me. - name: Vengeful Strike source: - abbr: CRB page_start: 93 @@ -2836,11 +2995,12 @@ feat: descr: You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. frequency: null has_been_manually_proofread: false + level: 14 + name: Whirlwind Strike prereqs: - descr: Class Level 14 feat: null requirement: null - name: Whirlwind Strike source: - abbr: CRB page_start: 93 @@ -2855,11 +3015,12 @@ feat: descr: When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC. frequency: null has_been_manually_proofread: false + level: 16 + name: Collateral Thrash prereqs: - descr: 'Feat: Thrash' feat: Thrash requirement: null - name: Collateral Thrash source: - abbr: CRB page_start: 93 @@ -2872,11 +3033,12 @@ feat: descr: You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier; you also apply your extra damage from Rage. The action to Dismiss the transformation gains the rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, your breath weapon DC increases to 30, and you gain a +14 status bonus to your breath weapon damage. frequency: null has_been_manually_proofread: false + level: 16 + name: Dragon Transformation prereqs: - descr: 'Feat: Dragons Rage Wings' feat: Furious Bully requirement: null - name: Dragon Transformation source: - abbr: CRB page_start: 93 @@ -2894,11 +3056,12 @@ feat: descr: Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first. frequency: null has_been_manually_proofread: false + level: 16 + name: Reckless Abandon prereqs: - descr: Class Level 16 feat: null requirement: null - name: Reckless Abandon source: - abbr: CRB page_start: 93 @@ -2911,11 +3074,12 @@ feat: descr: Your critical hits are particularly devastating. On a critical hit, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice. frequency: null has_been_manually_proofread: false + level: 18 + name: Brutal Critical prereqs: - descr: Class Level 18 feat: null requirement: null - name: Brutal Critical source: - abbr: CRB page_start: 93 @@ -2927,11 +3091,12 @@ feat: descr: You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging. frequency: null has_been_manually_proofread: false + level: 18 + name: Perfect Clarity prereqs: - descr: Class Level 18 feat: null requirement: null - name: Perfect Clarity source: - abbr: CRB page_start: 93 @@ -2946,11 +3111,12 @@ feat: descr: You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success. frequency: null has_been_manually_proofread: false + level: 18 + name: Vicious Evisceration prereqs: - descr: Class Level 18 feat: null requirement: null - name: Vicious Evisceration source: - abbr: CRB page_start: 93 @@ -2963,11 +3129,12 @@ feat: descr: You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. frequency: null has_been_manually_proofread: false + level: 20 + name: Contagious Rage prereqs: - descr: 'Feat: Share Rage' feat: Share Rage requirement: null - name: Contagious Rage source: - abbr: CRB page_start: 93 @@ -2982,11 +3149,12 @@ feat: descr: You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell. frequency: once every 10 minutes has_been_manually_proofread: false + level: 20 + name: Quaking Stomp prereqs: - descr: Class Level 20 feat: null requirement: null - name: Quaking Stomp source: - abbr: CRB page_start: 93 @@ -3000,11 +3168,12 @@ feat: descr: Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means. frequency: null has_been_manually_proofread: false + level: 1 + name: Bardic Lore prereqs: - descr: 'Feature: enigma muse' feat: null requirement: null - name: Bardic Lore source: - abbr: CRB page_start: 99 @@ -3016,11 +3185,11 @@ feat: descr: By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Lingering Composition prereqs: - descr: focus pool feat: null requirement: null - name: Lingering Composition source: - abbr: CRB page_start: 99 @@ -3032,11 +3201,12 @@ feat: descr: You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. frequency: null has_been_manually_proofread: false + level: 1 + name: Reach Spell prereqs: - descr: Class Level 1 feat: null requirement: null - name: Reach Spell source: - abbr: CRB page_start: 99 @@ -3066,11 +3236,12 @@ feat: descr: You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation. frequency: null has_been_manually_proofread: false + level: 1 + name: Versatile Performance prereqs: - descr: 'Feature: polymath muse' feat: null requirement: null - name: Versatile Performance source: - abbr: CRB page_start: 100 @@ -3082,11 +3253,12 @@ feat: descr: Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repetoire. frequency: null has_been_manually_proofread: false + level: 2 + name: Cantrip Expansion (Bard) prereqs: - descr: Class Level 2 feat: null requirement: null - name: Cantrip Expansion (Bard) source: - abbr: CRB page_start: 100 @@ -3098,11 +3270,12 @@ feat: descr: You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells (page 238) and add them to your spellbook by paying the appropriate cost, similar to a wizard. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations. frequency: null has_been_manually_proofread: false + level: 2 + name: Esoteric Polymath prereqs: - descr: 'Feature: polymath muse' feat: null requirement: null - name: Esoteric Polymath source: - abbr: CRB page_start: 100 @@ -3114,11 +3287,12 @@ feat: descr: You learn the inspire competence composition cantrip, which aids your allies’ skills. frequency: null has_been_manually_proofread: false + level: 2 + name: Inspire Competence prereqs: - descr: 'Feature: maestro muse' feat: null requirement: null - name: Inspire Competence source: - abbr: CRB page_start: 100 @@ -3130,11 +3304,11 @@ feat: descr: You magically unlock memories, making them easier to recall. You learn the loremaster’s etude composition spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Loremaster’s Etude prereqs: - descr: focus pool feat: null requirement: null - name: Loremaster’s Etude source: - abbr: CRB page_start: 100 @@ -3147,11 +3321,12 @@ feat: descr: Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose. frequency: null has_been_manually_proofread: false + level: 2 + name: Multifarious Muse prereqs: - descr: Class Level 2 feat: null requirement: null - name: Multifarious Muse source: - abbr: CRB page_start: 100 @@ -3163,11 +3338,11 @@ feat: descr: You learn the inspure defense composition cantrip (page 386), which protects you and allies. frequency: null has_been_manually_proofread: false + name: Inspire Defense prereqs: - descr: 'Feature: maestro muse' feat: null requirement: null - name: Inspire Defense source: - abbr: CRB page_start: 100 @@ -3179,11 +3354,12 @@ feat: descr: You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. This hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish. frequency: null has_been_manually_proofread: false + level: 4 + name: Melodious Spell prereqs: - descr: Class Level 4 feat: null requirement: null - name: Melodious Spell source: - abbr: CRB page_start: 101 @@ -3198,11 +3374,12 @@ feat: descr: You learn the triple time composition cantrip, which speeds up you and your allies for a round. frequency: null has_been_manually_proofread: false + level: 4 + name: Triple Time prereqs: - descr: Class Level 4 feat: null requirement: null - name: Triple Time source: - abbr: CRB page_start: 101 @@ -3214,11 +3391,12 @@ feat: descr: While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire. frequency: null has_been_manually_proofread: false + level: 4 + name: Versatile Signature prereqs: - descr: 'Feature: polymath muse' feat: null requirement: null - name: Versatile Signature source: - abbr: CRB page_start: 101 @@ -3230,11 +3408,12 @@ feat: descr: You learn the dirge of doom composition cantrip, which frightens your enemies. frequency: null has_been_manually_proofread: false + level: 6 + name: Dirge of Doom prereqs: - descr: Class Level 6 feat: null requirement: null - name: Dirge of Doom source: - abbr: CRB page_start: 101 @@ -3246,11 +3425,12 @@ feat: descr: You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. frequency: null has_been_manually_proofread: false + level: 6 + name: Harmonize prereqs: - descr: 'Feature: maestro muse' feat: null requirement: null - name: Harmonize source: - abbr: CRB page_start: 101 @@ -3265,11 +3445,12 @@ feat: descr: You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. frequency: null has_been_manually_proofread: false + level: 6 + name: Steady Spellcasting (Bard) prereqs: - descr: Class Level 6 feat: null requirement: null - name: Steady Spellcasting (Bard) source: - abbr: CRB page_start: 101 @@ -3281,11 +3462,12 @@ feat: descr: Your broad experiences translate to a range of skills. You add your level to all skill checks in which you are untrained. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained. frequency: null has_been_manually_proofread: false + level: 8 + name: Eclectic Skill prereqs: - descr: master in Occultism feat: null requirement: null - name: Eclectic Skill source: - abbr: CRB page_start: 101 @@ -3297,11 +3479,11 @@ feat: descr: Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Inspire Heroics prereqs: - descr: focus pool feat: null requirement: null - name: Inspire Heroics source: - abbr: CRB page_start: 102 @@ -3313,11 +3495,12 @@ feat: descr: When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM’s discretion you might gain even more additional information or context than normal. frequency: null has_been_manually_proofread: false + level: 8 + name: Know-It-All prereqs: - descr: 'Feature: enigma muse' feat: null requirement: null - name: Know-It-All source: - abbr: CRB page_start: 102 @@ -3329,11 +3512,12 @@ feat: descr: You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip. frequency: null has_been_manually_proofread: false + level: 10 + name: House of Imaginary Walls prereqs: - descr: Class Level 10 feat: null requirement: null - name: House of Imaginary Walls source: - abbr: CRB page_start: 102 @@ -3345,11 +3529,12 @@ feat: descr: If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). frequency: once per day has_been_manually_proofread: false + level: 10 + name: Quickened Casting (Bard) prereqs: - descr: Class Level 10 feat: null requirement: null - name: Quickened Casting (Bard) source: - abbr: CRB page_start: 102 @@ -3363,11 +3548,12 @@ feat: descr: You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is auditory or visual. frequency: null has_been_manually_proofread: false + level: 10 + name: Unusual Composition prereqs: - descr: 'Feature: polymath muse' feat: null requirement: null - name: Unusual Composition source: - abbr: CRB page_start: 102 @@ -3382,11 +3568,12 @@ feat: descr: Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire. frequency: null has_been_manually_proofread: false + level: 12 + name: Eclectic Polymath prereqs: - descr: 'Feat: Esoteric Polymath' feat: Esoteric Polymath requirement: null - name: Eclectic Polymath source: - abbr: CRB page_start: 102 @@ -3398,11 +3585,12 @@ feat: descr: Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 12 + name: Inspirational Focus prereqs: - descr: Class Level 12 feat: null requirement: null - name: Inspirational Focus source: - abbr: CRB page_start: 103 @@ -3414,11 +3602,12 @@ feat: descr: You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip. frequency: null has_been_manually_proofread: false + level: 14 + name: Allegro prereqs: - descr: Class Level 14 feat: null requirement: null - name: Allegro source: - abbr: CRB page_start: 103 @@ -3430,11 +3619,12 @@ feat: descr: You soothe your allies’ wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 14 + name: Soothing Ballad prereqs: - descr: focus pool feat: null requirement: null - name: Soothing Ballad source: - abbr: CRB page_start: 103 @@ -3446,11 +3636,12 @@ feat: descr: Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions. frequency: null has_been_manually_proofread: false + level: 14 + name: True Hypercognition prereqs: - descr: 'Feature: enigma muse' feat: null requirement: null - name: True Hypercognition source: - abbr: CRB page_start: 103 @@ -3462,11 +3653,12 @@ feat: descr: You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. frequency: null has_been_manually_proofread: false + level: 16 + name: Effortless Concentration prereqs: - descr: Class Level 16 feat: null requirement: You haven’t acted yet on your turn. - name: Effortless Concentration source: - abbr: CRB page_start: 103 @@ -3490,11 +3682,12 @@ feat: descr: Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell level, but you can’t use this ability to cast a spell of your highest spell level. frequency: null has_been_manually_proofread: false + level: 16 + name: Studious Capacity prereqs: - descr: legendary in Ocultism feat: null requirement: null - name: Studious Capacity source: - abbr: CRB page_start: 103 @@ -3506,11 +3699,12 @@ feat: descr: Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast. frequency: null has_been_manually_proofread: false + level: 18 + name: Deep Lore prereqs: - descr: legendary in Ocultism feat: null requirement: null - name: Deep Lore source: - abbr: CRB page_start: 103 @@ -3522,11 +3716,12 @@ feat: descr: The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. frequency: null has_been_manually_proofread: false + level: 18 + name: Eternal Composition prereqs: - descr: 'Feature: maestro muse' feat: null requirement: null - name: Eternal Composition source: - abbr: CRB page_start: 103 @@ -3538,11 +3733,12 @@ feat: descr: Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book. Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath. frequency: null has_been_manually_proofread: false + level: 18 + name: Impossible Polymath prereqs: - descr: 'Feat: Esoteric Polymath' feat: Esoteric Polymath requirement: null - name: Impossible Polymath source: - abbr: CRB page_start: 103 @@ -3554,11 +3750,12 @@ feat: descr: Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 20 + name: Fatal Aria prereqs: - descr: focus pool feat: null requirement: null - name: Fatal Aria source: - abbr: CRB page_start: 103 @@ -3570,11 +3767,12 @@ feat: descr: You develop another incredible creation. You gain an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false + level: 20 + name: Perfect Encore prereqs: - descr: 'Feature: magnus opus' feat: null requirement: null - name: Perfect Encore source: - abbr: CRB page_start: 103 @@ -3586,11 +3784,11 @@ feat: descr: You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration. frequency: null has_been_manually_proofread: false + name: Symphony of the Muse prereqs: - descr: 'Feat: Harmonize' feat: Harmonize requirement: null - name: Symphony of the Muse source: - abbr: CRB page_start: 103 @@ -3602,11 +3800,11 @@ feat: descr: You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell. frequency: null has_been_manually_proofread: false + name: Deity’s Domain prereqs: - descr: Class Level 1 feat: null requirement: null - name: Deity’s Domain source: - abbr: CRB page_start: 109 @@ -3618,11 +3816,12 @@ feat: descr: You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike. frequency: null has_been_manually_proofread: false + level: 1 + name: Ranged Reprisal prereqs: - descr: 'Feature: paladin cause' feat: null requirement: null - name: Ranged Reprisal source: - abbr: CRB page_start: 109 @@ -3634,11 +3833,12 @@ feat: descr: With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. frequency: null has_been_manually_proofread: false + level: 1 + name: Unimpeded Step prereqs: - descr: 'Feature: liberator cause' feat: null requirement: null - name: Unimpeded Step source: - abbr: CRB page_start: 109 @@ -3650,11 +3850,12 @@ feat: descr: Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration. frequency: null has_been_manually_proofread: false + level: 1 + name: Weight of Guilt prereqs: - descr: 'Feature: redeemer cause' feat: null requirement: null - name: Weight of Guilt source: - abbr: CRB page_start: 110 @@ -3666,11 +3867,12 @@ feat: descr: You call upon your deity’s grace, gaining a +2 circumstance bonus to the save. frequency: null has_been_manually_proofread: false + level: 2 + name: Divine Grace prereqs: - descr: Class Level 2 feat: null requirement: null - name: Divine Grace source: - abbr: CRB page_start: 110 @@ -3682,11 +3884,12 @@ feat: descr: 'You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You must slay evil dragons you encounter as long as you have a reasonable chance of success. Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider evil dragons to be legitimate authorities, even in nations they rule.' frequency: null has_been_manually_proofread: false + level: 2 + name: Dragonslayer Oath prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Dragonslayer Oath source: - abbr: CRB page_start: 110 @@ -3699,11 +3902,12 @@ feat: descr: 'You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.” Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends.' frequency: null has_been_manually_proofread: false + level: 2 + name: Fiendsbane Oath prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Fiendsbane Oath source: - abbr: CRB page_start: 110 @@ -3716,11 +3920,12 @@ feat: descr: 'You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.” Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider undead to be legitimate authorities, even in nations ruled by undead.' frequency: null has_been_manually_proofread: false + level: 2 + name: Shining Oath prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Shining Oath source: - abbr: CRB page_start: 110 @@ -3733,11 +3938,12 @@ feat: descr: 'You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: “You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”' frequency: null has_been_manually_proofread: false + level: 2 + name: Vengeful Oath prereqs: - descr: 'Feature: paladin cause' feat: null requirement: null - name: Vengeful Oath source: - abbr: CRB page_start: 111 @@ -3750,11 +3956,12 @@ feat: descr: You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet. frequency: null has_been_manually_proofread: false + level: 4 + name: Aura of Courage prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Aura of Courage source: - abbr: CRB page_start: 111 @@ -3766,11 +3973,12 @@ feat: descr: Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead. frequency: null has_been_manually_proofread: false + level: 4 + name: Divine Health prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Divine Health source: - abbr: CRB page_start: 111 @@ -3782,11 +3990,12 @@ feat: descr: Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands. frequency: null has_been_manually_proofread: false + level: 4 + name: Mercy prereqs: - descr: 'Feature: devotion spell (lay on hands)' feat: null requirement: null - name: Mercy source: - abbr: CRB page_start: 111 @@ -3800,11 +4009,12 @@ feat: descr: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. frequency: null has_been_manually_proofread: false + level: 6 + name: Attack of Opportunity prereqs: - descr: Class Level 6 feat: null requirement: null - name: Attack of Opportunity source: - abbr: CRB page_start: 111 @@ -3819,11 +4029,11 @@ feat: descr: You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Litany Against Wrath prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Litany Against Wrath source: - abbr: CRB page_start: 112 @@ -3835,11 +4045,11 @@ feat: descr: You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion (page 214). In addition, your mount never attacks you, even if it is magically compelled to do so. frequency: null has_been_manually_proofread: false + name: Loyal Warhouse prereqs: - descr: 'Feature: divine ally (steed)' feat: null requirement: null - name: Loyal Warhouse source: - abbr: CRB page_start: 112 @@ -3851,11 +4061,12 @@ feat: descr: You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. frequency: null has_been_manually_proofread: false + level: 6 + name: Shield Warden (Champion) prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Shield Warden (Champion) source: - abbr: CRB page_start: 112 @@ -3867,11 +4078,12 @@ feat: descr: Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon. If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend. frequency: null has_been_manually_proofread: false + level: 6 + name: Smite Evil prereqs: - descr: 'Feature: divine ally (blade)' feat: null requirement: null - name: Smite Evil source: - abbr: CRB page_start: 112 @@ -3883,11 +4095,11 @@ feat: descr: Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Advanced Deity’s Domain prereqs: - descr: 'Feat: Deitys Domain' feat: Deity’s Domain requirement: null - name: Advanced Deity’s Domain source: - abbr: CRB page_start: 112 @@ -3899,11 +4111,12 @@ feat: descr: Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions. frequency: null has_been_manually_proofread: false + level: 8 + name: Greater Mercy prereqs: - descr: 'Feat: Mercy' feat: Mercy requirement: null - name: Greater Mercy source: - abbr: CRB page_start: 112 @@ -3915,11 +4128,12 @@ feat: descr: Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level. frequency: null has_been_manually_proofread: false + level: 8 + name: Heal Mount prereqs: - descr: 'Feature: divine ally (steed)' feat: null requirement: null - name: Heal Mount source: - abbr: CRB page_start: 113 @@ -3931,11 +4145,12 @@ feat: descr: You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block. frequency: null has_been_manually_proofread: false + level: 8 + name: Quick Block prereqs: - descr: Class Level 8 feat: null requirement: null - name: Quick Block source: - abbr: CRB page_start: 113 @@ -3947,11 +4162,12 @@ feat: descr: Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits. frequency: null has_been_manually_proofread: false + level: 8 + name: Second Ally prereqs: - descr: 'Feature: divine ally' feat: null requirement: null - name: Second Ally source: - abbr: CRB page_start: 113 @@ -3963,11 +4179,12 @@ feat: descr: You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, similar to humans’ sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day. frequency: null has_been_manually_proofread: false + level: 8 + name: Sense Evil prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Sense Evil source: - abbr: CRB page_start: 113 @@ -3979,11 +4196,12 @@ feat: descr: Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 10 + name: Devoted Focus prereqs: - descr: 'Feature: devotion spells' feat: null requirement: null - name: Devoted Focus source: - abbr: CRB page_start: 113 @@ -3995,11 +4213,12 @@ feat: descr: Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion (page 214). During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike. frequency: null has_been_manually_proofread: false + level: 10 + name: Imposing Destrier prereqs: - descr: 'Feat: Loyal Warhouse' feat: Loyal Warhouse requirement: null - name: Imposing Destrier source: - abbr: CRB page_start: 113 @@ -4011,11 +4230,12 @@ feat: descr: You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 10 + name: Litany Against Sloth prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Litany Against Sloth source: - abbr: CRB page_start: 113 @@ -4027,11 +4247,12 @@ feat: descr: 'Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment' frequency: null has_been_manually_proofread: false + level: 10 + name: Radiant Blade Spirit prereqs: - descr: 'Feature: divine ally (blade)' feat: null requirement: null - name: Radiant Blade Spirit source: - abbr: CRB page_start: 113 @@ -4043,11 +4264,12 @@ feat: descr: When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally. frequency: null has_been_manually_proofread: false + level: 10 + name: Shield of Reckoning prereqs: - descr: 'Feat: Shield Warden' feat: Shield Warden (Champion) requirement: null - name: Shield of Reckoning source: - abbr: CRB page_start: 113 @@ -4060,11 +4282,12 @@ feat: descr: The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison. frequency: null has_been_manually_proofread: false + level: 12 + name: Affliction Mercy prereqs: - descr: 'Feat: Mercy' feat: Mercy requirement: null - name: Affliction Mercy source: - abbr: CRB page_start: 113 @@ -4076,11 +4299,12 @@ feat: descr: You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round. frequency: null has_been_manually_proofread: false + level: 12 + name: Aura of Faith prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Aura of Faith source: - abbr: CRB page_start: 113 @@ -4092,11 +4316,12 @@ feat: descr: You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage. frequency: null has_been_manually_proofread: false + level: 12 + name: Blade of Justice prereqs: - descr: 'Feature: paladin cause' feat: null requirement: null - name: Blade of Justice source: - abbr: CRB page_start: 113 @@ -4108,11 +4333,11 @@ feat: descr: You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Champion’s Sacrifice prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Champion’s Sacrifice source: - abbr: CRB page_start: 114 @@ -4124,11 +4349,12 @@ feat: descr: You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies. frequency: null has_been_manually_proofread: false + level: 12 + name: Divine Wall prereqs: - descr: Class Level 12 feat: null requirement: You are wielding a shield. - name: Divine Wall source: - abbr: CRB page_start: 114 @@ -4140,11 +4366,12 @@ feat: descr: When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first. frequency: null has_been_manually_proofread: false + level: 12 + name: Lasting Doubt prereqs: - descr: 'Feature: redeemer cause' feat: null requirement: null - name: Lasting Doubt source: - abbr: CRB page_start: 114 @@ -4156,11 +4383,12 @@ feat: descr: Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit. frequency: null has_been_manually_proofread: false + level: 12 + name: Liberating Stride prereqs: - descr: 'Feature: liberator cause' feat: null requirement: null - name: Liberating Stride source: - abbr: CRB page_start: 114 @@ -4172,11 +4400,12 @@ feat: descr: Your aura hampers fiends’ teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells. frequency: null has_been_manually_proofread: false + level: 14 + name: Anchoring Aura prereqs: - descr: 'Feat: Fiendsbane Oath' feat: Fiendsbane Oath requirement: Fiendsbane Oath - name: Anchoring Aura source: - abbr: CRB page_start: 114 @@ -4188,11 +4417,12 @@ feat: descr: Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects. frequency: null has_been_manually_proofread: false + level: 14 + name: Aura of Life prereqs: - descr: 'Feat: Shining Oath' feat: Shining Oath requirement: Shining Oath - name: Aura of Life source: - abbr: CRB page_start: 114 @@ -4204,11 +4434,12 @@ feat: descr: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. frequency: null has_been_manually_proofread: false + level: 14 + name: Aura of Righteousness prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Aura of Righteousness source: - abbr: CRB page_start: 114 @@ -4220,11 +4451,12 @@ feat: descr: When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty. frequency: null has_been_manually_proofread: false + level: 14 + name: Aura of Vengeance prereqs: - descr: 'Feat: Vengeful Oath' feat: Vengeful Oath requirement: exalt and Vengeful Oath - name: Aura of Vengeance source: - abbr: CRB page_start: 114 @@ -4236,11 +4468,12 @@ feat: descr: At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction. frequency: null has_been_manually_proofread: false + level: 14 + name: Divine Reflexes prereqs: - descr: Class Level 14 feat: null requirement: null - name: Divine Reflexes source: - abbr: CRB page_start: 115 @@ -4252,11 +4485,12 @@ feat: descr: You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 14 + name: Litany of Righteousness prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Litany of Righteousness source: - abbr: CRB page_start: 115 @@ -4268,11 +4502,12 @@ feat: descr: Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level. frequency: null has_been_manually_proofread: false + level: 14 + name: Wyrmbane Aura prereqs: - descr: 'Feat: Dragonslayer Oath' feat: Dragonslayer Oath requirement: Dragonslayer Oath - name: Wyrmbane Aura source: - abbr: CRB page_start: 115 @@ -4284,11 +4519,12 @@ feat: descr: 'Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion (page 217). You can select one of the usual specializations or the auspice specialization. Auspice mounts gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity’s servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.' frequency: null has_been_manually_proofread: false + level: 16 + name: Auspicious Mount prereqs: - descr: 'Feat: Imposing Destrier' feat: Imposing Destrier requirement: null - name: Auspicious Mount source: - abbr: CRB page_start: 115 @@ -4300,11 +4536,12 @@ feat: descr: Divine energy fills your weapon. Whenever you critically hit a foe with Smite Evil or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn. frequency: null has_been_manually_proofread: false + level: 16 + name: Instrument of Zeal prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Instrument of Zeal source: - abbr: CRB page_start: 115 @@ -4316,11 +4553,12 @@ feat: descr: You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself. frequency: null has_been_manually_proofread: false + level: 16 + name: Shield of Grace prereqs: - descr: 'Feat: Shield Warden' feat: Shield Warden (Champion) requirement: null - name: Shield of Grace source: - abbr: CRB page_start: 115 @@ -4332,11 +4570,12 @@ feat: descr: You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example). frequency: null has_been_manually_proofread: false + level: 18 + name: Celestial Form prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Celestial Form source: - abbr: CRB page_start: 115 @@ -4348,11 +4587,12 @@ feat: descr: Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect. frequency: null has_been_manually_proofread: false + level: 18 + name: Ultimate Mercy prereqs: - descr: 'Feat: Mercy' feat: Mercy requirement: null - name: Ultimate Mercy source: - abbr: CRB page_start: 115 @@ -4364,11 +4604,12 @@ feat: descr: Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example). frequency: null has_been_manually_proofread: false + level: 20 + name: Celestial Mount prereqs: - descr: 'Feature: tenets of good' feat: null requirement: null - name: Celestial Mount source: - abbr: CRB page_start: 115 @@ -4380,11 +4621,12 @@ feat: descr: 'Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing, greater disrupting, and keen.' frequency: null has_been_manually_proofread: false + level: 20 + name: Radiant Blade Master prereqs: - descr: 'Feat: Radiant Blade Spirit' feat: Radiant Blade Spirit requirement: null - name: Radiant Blade Master source: - abbr: CRB page_start: 115 @@ -4396,11 +4638,12 @@ feat: descr: Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity’s realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired. frequency: null has_been_manually_proofread: false + level: 20 + name: Shield Paragon prereqs: - descr: 'Feature: divine ally (shield)' feat: null requirement: null - name: Shield Paragon source: - abbr: CRB page_start: 115 @@ -4412,11 +4655,12 @@ feat: descr: Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6. frequency: null has_been_manually_proofread: false + level: 1 + name: Deadly Simplicity prereqs: - descr: trained with your deity's favored weapon feat: null requirement: null - name: Deadly Simplicity source: - abbr: CRB page_start: 121 @@ -4428,11 +4672,12 @@ feat: descr: 'Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and domain spells appear in Table 8–2: Domains on page 441.' frequency: null has_been_manually_proofread: false + level: 1 + name: Domain Initiate prereqs: - descr: Class Level 1 feat: null requirement: null - name: Domain Initiate source: - abbr: CRB page_start: 121 @@ -4444,11 +4689,12 @@ feat: descr: The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s. frequency: null has_been_manually_proofread: false + level: 1 + name: Harming Hands prereqs: - descr: 'Feature: harmful font' feat: null requirement: null - name: Harming Hands source: - abbr: CRB page_start: 121 @@ -4460,11 +4706,12 @@ feat: descr: Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. frequency: null has_been_manually_proofread: false + level: 1 + name: Healing Hands prereqs: - descr: 'Feature: healing font' feat: null requirement: null - name: Healing Hands source: - abbr: CRB page_start: 121 @@ -4476,11 +4723,12 @@ feat: descr: You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead. frequency: null has_been_manually_proofread: false + level: 1 + name: Holy Castigation prereqs: - descr: good alignment feat: null requirement: null - name: Holy Castigation source: - abbr: CRB page_start: 121 @@ -4492,11 +4740,12 @@ feat: descr: You study a wider range of simple spells. You can prepare two additional cantrips each day. frequency: null has_been_manually_proofread: false + level: 2 + name: Cantrip Expansion (Cleric) prereqs: - descr: Class Level 2 feat: null requirement: null - name: Cantrip Expansion (Cleric) source: - abbr: CRB page_start: 122 @@ -4508,11 +4757,12 @@ feat: descr: You’re a conduit for positive energy, and as you cit through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell. frequency: null has_been_manually_proofread: false + level: 2 + name: Communal Healing prereqs: - descr: Class Level 2 feat: null requirement: null - name: Communal Healing source: - abbr: CRB page_start: 122 @@ -4526,11 +4776,12 @@ feat: descr: Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents. frequency: null has_been_manually_proofread: false + level: 2 + name: Emblazon Armament prereqs: - descr: Class Level 2 feat: null requirement: null - name: Emblazon Armament source: - abbr: CRB page_start: 122 @@ -4543,11 +4794,12 @@ feat: descr: You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat. frequency: null has_been_manually_proofread: false + level: 2 + name: Sap Life prereqs: - descr: Class Level 2 feat: null requirement: null - name: Sap Life source: - abbr: CRB page_start: 122 @@ -4560,11 +4812,12 @@ feat: descr: Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round. frequency: null has_been_manually_proofread: false + level: 2 + name: Turn Undead prereqs: - descr: Class Level 2 feat: null requirement: null - name: Turn Undead source: - abbr: CRB page_start: 122 @@ -4576,11 +4829,12 @@ feat: descr: As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font. frequency: null has_been_manually_proofread: false + level: 2 + name: Versatile Font prereqs: - descr: diety that allows Clerics to have both fonts feat: null requirement: null - name: Versatile Font source: - abbr: CRB page_start: 122 @@ -4592,11 +4846,12 @@ feat: descr: You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell). frequency: null has_been_manually_proofread: false + level: 4 + name: Channel Smite prereqs: - descr: 'Feature: harmful font or healing font' feat: null requirement: null - name: Channel Smite source: - abbr: CRB page_start: 122 @@ -4610,11 +4865,12 @@ feat: descr: You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result. frequency: null has_been_manually_proofread: false + level: 4 + name: Command Undead prereqs: - descr: evil alignment feat: null requirement: null - name: Command Undead source: - abbr: CRB page_start: 123 @@ -4628,11 +4884,12 @@ feat: descr: You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation. frequency: null has_been_manually_proofread: false + level: 4 + name: Directed Channel prereqs: - descr: Class Level 4 feat: null requirement: null - name: Directed Channel source: - abbr: CRB page_start: 123 @@ -4644,11 +4901,12 @@ feat: descr: You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself. frequency: null has_been_manually_proofread: false + level: 4 + name: Improved Communal Healing prereqs: - descr: 'Feat: Communal Healing' feat: Communal Healing requirement: null - name: Improved Communal Healing source: - abbr: CRB page_start: 123 @@ -4660,11 +4918,12 @@ feat: descr: You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6. frequency: null has_been_manually_proofread: false + level: 4 + name: Necrotic Infusion prereqs: - descr: evil alignment feat: null requirement: null - name: Necrotic Infusion source: - abbr: CRB page_start: 123 @@ -4678,11 +4937,12 @@ feat: descr: The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. frequency: null has_been_manually_proofread: false + level: 6 + name: Cast Down prereqs: - descr: 'Feature: harmful font or healing font' feat: null requirement: null - name: Cast Down source: - abbr: CRB page_start: 123 @@ -4696,11 +4956,12 @@ feat: descr: You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment. frequency: once per turn has_been_manually_proofread: false + level: 6 + name: Divine Weapon prereqs: - descr: Class Level 6 feat: null requirement: null - name: Divine Weapon source: - abbr: CRB page_start: 123 @@ -4712,11 +4973,12 @@ feat: descr: As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell. frequency: null has_been_manually_proofread: false + level: 6 + name: Selective Energy prereqs: - descr: Class Level 6 feat: null requirement: null - name: Selective Energy source: - abbr: CRB page_start: 123 @@ -4728,11 +4990,12 @@ feat: descr: Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. frequency: null has_been_manually_proofread: false + level: 6 + name: Steady Spellcasting prereqs: - descr: Class Level 6 feat: null requirement: null - name: Steady Spellcasting source: - abbr: CRB page_start: 123 @@ -4752,11 +5015,12 @@ feat: descr: 'Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains (as listed in Table 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool by 1.' frequency: null has_been_manually_proofread: false + level: 8 + name: Advanced Domain prereqs: - descr: 'Feat: Domain Initiate' feat: Domain Initiate requirement: null - name: Advanced Domain source: - abbr: CRB page_start: 123 @@ -4768,11 +5032,12 @@ feat: descr: You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component. frequency: once per round has_been_manually_proofread: false + level: 8 + name: Align Armament prereqs: - descr: chaotic, evil, good, or lawful deity feat: null requirement: null - name: Align Armament source: - abbr: CRB page_start: 124 @@ -4786,11 +5051,12 @@ feat: descr: 'You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.' frequency: null has_been_manually_proofread: false + level: 8 + name: Channeled Succor prereqs: - descr: 'Feature: healing font' feat: null requirement: null - name: Channeled Succor source: - abbr: CRB page_start: 124 @@ -4802,11 +5068,12 @@ feat: descr: Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level. frequency: null has_been_manually_proofread: false + level: 8 + name: Cremate Undead prereqs: - descr: Class Level 8 feat: null requirement: null - name: Cremate Undead source: - abbr: CRB page_start: 124 @@ -4818,11 +5085,12 @@ feat: descr: With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. frequency: null has_been_manually_proofread: false + level: 8 + name: Emblazon Energy prereqs: - descr: 'Feat: Emblazon Armament' feat: Emblazon Armament requirement: null - name: Emblazon Energy source: - abbr: CRB page_start: 124 @@ -4834,11 +5102,12 @@ feat: descr: The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune). frequency: null has_been_manually_proofread: false + level: 10 + name: Castigating Weapon prereqs: - descr: 'Feat: Holy Castigation' feat: Holy Castigation requirement: null - name: Castigating Weapon source: - abbr: CRB page_start: 125 @@ -4850,11 +5119,12 @@ feat: descr: 'The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.' frequency: null has_been_manually_proofread: false + level: 10 + name: Heroic Recovery prereqs: - descr: good alignment feat: null requirement: null - name: Heroic Recovery source: - abbr: CRB page_start: 125 @@ -4868,11 +5138,12 @@ feat: descr: Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours. frequency: null has_been_manually_proofread: false + level: 10 + name: Improved Command Undead prereqs: - descr: evil alignment feat: null requirement: null - name: Improved Command Undead source: - abbr: CRB page_start: 125 @@ -4884,11 +5155,12 @@ feat: descr: Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn. frequency: null has_been_manually_proofread: false + level: 10 + name: Replenishment of War prereqs: - descr: expert in dietys favored weapon feat: null requirement: null - name: Replenishment of War source: - abbr: CRB page_start: 125 @@ -4900,11 +5172,12 @@ feat: descr: Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round. frequency: null has_been_manually_proofread: false + level: 12 + name: Defensive Recovery prereqs: - descr: 'Feature: harmful font or healing font' feat: null requirement: null - name: Defensive Recovery source: - abbr: CRB page_start: 125 @@ -4918,11 +5191,12 @@ feat: descr: Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 12 + name: Domain Focus prereqs: - descr: one or more domain spells feat: null requirement: null - name: Domain Focus source: - abbr: CRB page_start: 125 @@ -4934,11 +5208,12 @@ feat: descr: Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. frequency: null has_been_manually_proofread: false + level: 12 + name: Emblazon Antimagic prereqs: - descr: 'Feat: Emblazon Armament' feat: Emblazon Armament requirement: null - name: Emblazon Antimagic source: - abbr: CRB page_start: 125 @@ -4950,11 +5225,12 @@ feat: descr: When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn. frequency: null has_been_manually_proofread: false + level: 12 + name: Shared Replenishment prereqs: - descr: 'Feat: Replenishment Of War' feat: Replenishment of War requirement: null - name: Shared Replenishment source: - abbr: CRB page_start: 125 @@ -4966,11 +5242,11 @@ feat: descr: When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast. frequency: null has_been_manually_proofread: false + name: Deity’s Protection prereqs: - descr: 'Feat: Advanced Domain' feat: Advanced Domain requirement: null - name: Deity’s Protection source: - abbr: CRB page_start: 125 @@ -4982,11 +5258,12 @@ feat: descr: The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute. frequency: null has_been_manually_proofread: false + level: 14 + name: Extend Armament Alignment prereqs: - descr: 'Feat: Align Armament' feat: Align Armament requirement: null - name: Extend Armament Alignment source: - abbr: CRB page_start: 125 @@ -4998,11 +5275,12 @@ feat: descr: Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font). frequency: null has_been_manually_proofread: false + level: 14 + name: Fast Channel prereqs: - descr: 'Feature: harmful font or healing font' feat: null requirement: null - name: Fast Channel source: - abbr: CRB page_start: 125 @@ -5014,11 +5292,12 @@ feat: descr: The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal. frequency: null has_been_manually_proofread: false + level: 14 + name: Swift Banishment prereqs: - descr: Class Level 14 feat: null requirement: You have a banishment spell prepared. - name: Swift Banishment source: - abbr: CRB page_start: 126 @@ -5030,11 +5309,12 @@ feat: descr: A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute. frequency: null has_been_manually_proofread: false + level: 16 + name: Eternal Bane prereqs: - descr: evil alignment feat: null requirement: null - name: Eternal Bane source: - abbr: CRB page_start: 126 @@ -5046,11 +5326,12 @@ feat: descr: Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute. frequency: null has_been_manually_proofread: false + level: 16 + name: Eternal Blessing prereqs: - descr: good alignment feat: null requirement: null - name: Eternal Blessing source: - abbr: CRB page_start: 126 @@ -5062,11 +5343,12 @@ feat: descr: You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious. frequency: null has_been_manually_proofread: false + level: 16 + name: Resurrectionist prereqs: - descr: Class Level 16 feat: null requirement: null - name: Resurrectionist source: - abbr: CRB page_start: 126 @@ -5078,11 +5360,12 @@ feat: descr: The intensity of your focus grows from the investment you’ve placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 18 + name: Domain Wellspring prereqs: - descr: 'Feat: Domain Focus' feat: Domain Focus requirement: null - name: Domain Wellspring source: - abbr: CRB page_start: 126 @@ -5094,11 +5377,12 @@ feat: descr: When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn’t cost another spell slot. frequency: null has_been_manually_proofread: false + level: 18 + name: Echoing Channel prereqs: - descr: Class Level 18 feat: null requirement: null - name: Echoing Channel source: - abbr: CRB page_start: 127 @@ -5112,11 +5396,12 @@ feat: descr: You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment. frequency: null has_been_manually_proofread: false + level: 18 + name: Improved Swift Banishment prereqs: - descr: 'Feat: Swift Banishment' feat: Swift Banishment requirement: null - name: Improved Swift Banishment source: - abbr: CRB page_start: 127 @@ -5128,11 +5413,11 @@ feat: descr: Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits. frequency: null has_been_manually_proofread: false + name: Avatar’s Audience prereqs: - descr: Class Level 20 feat: null requirement: null - name: Avatar’s Audience source: - abbr: CRB page_start: 127 @@ -5144,11 +5429,12 @@ feat: descr: You are a conduit for truly deific power. You gain an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false + level: 20 + name: Maker of Miracles prereqs: - descr: 'Feature: miraculous spell' feat: null requirement: null - name: Maker of Miracles source: - abbr: CRB page_start: 127 @@ -5160,11 +5446,12 @@ feat: descr: Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell. frequency: null has_been_manually_proofread: false + level: 20 + name: Metamagic Channel prereqs: - descr: Class Level 20 feat: null requirement: null - name: Metamagic Channel source: - abbr: CRB page_start: 127 @@ -5177,11 +5464,12 @@ feat: descr: You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information. frequency: null has_been_manually_proofread: false + level: 1 + name: Animal Companion (Druid) prereqs: - descr: 'Feature: animal order' feat: null requirement: null - name: Animal Companion (Druid) source: - abbr: CRB page_start: 133 @@ -5193,11 +5481,12 @@ feat: descr: You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed on page 217. frequency: null has_been_manually_proofread: false + level: 1 + name: Leshy Familiar prereqs: - descr: 'Feature: leaf order' feat: null requirement: null - name: Leshy Familiar source: - abbr: CRB page_start: 133 @@ -5209,11 +5498,12 @@ feat: descr: You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog). frequency: null has_been_manually_proofread: false + level: 1 + name: Storm Born prereqs: - descr: 'Feature: storm order' feat: null requirement: null - name: Storm Born source: - abbr: CRB page_start: 134 @@ -5225,11 +5515,12 @@ feat: descr: You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. frequency: null has_been_manually_proofread: false + level: 1 + name: Widen Spell prereqs: - descr: Class Level 1 feat: null requirement: null - name: Widen Spell source: - abbr: CRB page_start: 134 @@ -5251,11 +5542,12 @@ feat: descr: You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats. frequency: null has_been_manually_proofread: false + level: 1 + name: Wild Shape prereqs: - descr: 'Feature: wild order' feat: null requirement: null - name: Wild Shape source: - abbr: CRB page_start: 134 @@ -5267,11 +5559,12 @@ feat: descr: You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same level. frequency: null has_been_manually_proofread: false + level: 2 + name: Call of the Wild prereqs: - descr: Class Level 2 feat: null requirement: null - name: Call of the Wild source: - abbr: CRB page_start: 134 @@ -5283,11 +5576,12 @@ feat: descr: You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. frequency: null has_been_manually_proofread: false + level: 2 + name: Enhanced Familiar (Druid) prereqs: - descr: a familiar feat: null requirement: null - name: Enhanced Familiar (Druid) source: - abbr: CRB page_start: 134 @@ -5299,11 +5593,12 @@ feat: descr: You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose. frequency: null has_been_manually_proofread: false + level: 2 + name: Order Explorer prereqs: - descr: Class Level 2 feat: null requirement: null - name: Order Explorer source: - abbr: CRB page_start: 134 @@ -5315,11 +5610,12 @@ feat: descr: Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. frequency: null has_been_manually_proofread: false + level: 2 + name: Poison Resistance (Druid) prereqs: - descr: Class Level 2 feat: null requirement: null - name: Poison Resistance (Druid) source: - abbr: CRB page_start: 135 @@ -5331,11 +5627,12 @@ feat: descr: With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell. frequency: null has_been_manually_proofread: false + level: 4 + name: Form Control prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Form Control source: - abbr: CRB page_start: 135 @@ -5349,11 +5646,11 @@ feat: descr: Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules on page 214 for more information. Your animal companion is better trained than most. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike. frequency: null has_been_manually_proofread: false + name: Mature Animal Companion (Druid) prereqs: - descr: 'Feat: Animal Companion' feat: Animal Companion (Druid) requirement: null - name: Mature Animal Companion (Druid) source: - abbr: CRB page_start: 135 @@ -5365,11 +5662,12 @@ feat: descr: You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order. frequency: null has_been_manually_proofread: false + level: 4 + name: Order Magic prereqs: - descr: 'Feat: Order Explorer' feat: Order Explorer requirement: null - name: Order Magic source: - abbr: CRB page_start: 135 @@ -5381,11 +5679,12 @@ feat: descr: Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list. frequency: null has_been_manually_proofread: false + level: 4 + name: Thousand Faces prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Thousand Faces source: - abbr: CRB page_start: 135 @@ -5397,11 +5696,12 @@ feat: descr: You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress. frequency: null has_been_manually_proofread: false + level: 4 + name: Woodland Stride prereqs: - descr: 'Feature: leaf order' feat: null requirement: null - name: Woodland Stride source: - abbr: CRB page_start: 135 @@ -5413,11 +5713,12 @@ feat: descr: You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can’t fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy. frequency: null has_been_manually_proofread: false + level: 6 + name: Green Empathy prereqs: - descr: 'Feature: leaf order' feat: null requirement: null - name: Green Empathy source: - abbr: CRB page_start: 136 @@ -5429,11 +5730,12 @@ feat: descr: Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes. frequency: null has_been_manually_proofread: false + level: 6 + name: Insect Shape prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Insect Shape source: - abbr: CRB page_start: 136 @@ -5445,11 +5747,12 @@ feat: descr: You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement. frequency: null has_been_manually_proofread: false + level: 6 + name: Storm Retribution prereqs: - descr: tempest surge order spell feat: null requirement: You have at least 1 available Focus Point. - name: Storm Retribution source: - abbr: CRB page_start: 136 @@ -5461,11 +5764,12 @@ feat: descr: You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks. frequency: null has_been_manually_proofread: false + level: 8 + name: Ferocious Shape prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Ferocious Shape source: - abbr: CRB page_start: 136 @@ -5477,11 +5781,12 @@ feat: descr: You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells. frequency: null has_been_manually_proofread: false + level: 8 + name: Fey Caller prereqs: - descr: Class Level 8 feat: null requirement: null - name: Fey Caller source: - abbr: CRB page_start: 136 @@ -5493,11 +5798,11 @@ feat: descr: Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214). frequency: null has_been_manually_proofread: false + name: Incredible Companion (Druid) prereqs: - descr: 'Feat: Mature Animal Companion' feat: Mature Animal Companion (Druid) requirement: null - name: Incredible Companion (Druid) source: - abbr: CRB page_start: 137 @@ -5509,11 +5814,12 @@ feat: descr: Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks. frequency: null has_been_manually_proofread: false + level: 8 + name: Soaring Shape prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Soaring Shape source: - abbr: CRB page_start: 137 @@ -5525,11 +5831,12 @@ feat: descr: You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 8 + name: Wind Caller prereqs: - descr: 'Feature: storm order' feat: null requirement: null - name: Wind Caller source: - abbr: CRB page_start: 137 @@ -5541,11 +5848,12 @@ feat: descr: You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire. frequency: null has_been_manually_proofread: false + level: 10 + name: Elemental Shape prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Elemental Shape source: - abbr: CRB page_start: 137 @@ -5557,11 +5865,12 @@ feat: descr: You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect. frequency: null has_been_manually_proofread: false + level: 10 + name: Healing Transformation prereqs: - descr: Class Level 10 feat: null requirement: null - name: Healing Transformation source: - abbr: CRB page_start: 137 @@ -5574,11 +5883,12 @@ feat: descr: With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. frequency: null has_been_manually_proofread: false + level: 10 + name: Overwhelming Energy (Druid) prereqs: - descr: Class Level 10 feat: null requirement: null - name: Overwhelming Energy (Druid) source: - abbr: CRB page_start: 137 @@ -5592,11 +5902,12 @@ feat: descr: You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don’t have wild shape, you can instead cast plant form once per day, heightened to the highest spell level you can cast. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to poison. frequency: null has_been_manually_proofread: false + level: 10 + name: Plant Shape prereqs: - descr: leaf order or Wild Shape feat: null requirement: null - name: Plant Shape source: - abbr: CRB page_start: 138 @@ -5608,11 +5919,11 @@ feat: descr: You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions. frequency: null has_been_manually_proofread: false + name: Side by Side (Druid) prereqs: - descr: 'Feat: Animal Companion' feat: Animal Companion (Druid) requirement: null - name: Side by Side (Druid) source: - abbr: CRB page_start: 138 @@ -5624,11 +5935,12 @@ feat: descr: You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison. frequency: null has_been_manually_proofread: false + level: 12 + name: Dragon Shape prereqs: - descr: 'Feat: Soaring Shape' feat: Soaring Shape requirement: null - name: Dragon Shape source: - abbr: CRB page_start: 138 @@ -5640,11 +5952,12 @@ feat: descr: You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you. frequency: null has_been_manually_proofread: false + level: 12 + name: Green Tongue prereqs: - descr: 'Feat: Green Empathy' feat: Green Empathy requirement: null - name: Green Tongue source: - abbr: CRB page_start: 138 @@ -5656,11 +5969,12 @@ feat: descr: Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 12 + name: Primal Focus prereqs: - descr: Class Level 12 feat: null requirement: null - name: Primal Focus source: - abbr: CRB page_start: 138 @@ -5672,11 +5986,12 @@ feat: descr: Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell. frequency: null has_been_manually_proofread: false + level: 12 + name: Primal Summons prereqs: - descr: 'Feat: Call Of The Wild' feat: Call of the Wild requirement: null - name: Primal Summons source: - abbr: CRB page_start: 138 @@ -5688,11 +6003,11 @@ feat: descr: Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section on page 214.) frequency: null has_been_manually_proofread: false + name: Specialized Companion (Druid) prereqs: - descr: 'Feat: Incredible Companion' feat: Incredible Companion (Druid) requirement: null - name: Specialized Companion (Druid) source: - abbr: CRB page_start: 139 @@ -5704,11 +6019,12 @@ feat: descr: With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic. frequency: null has_been_manually_proofread: false + level: 14 + name: Timeless Nature prereqs: - descr: Class Level 14 feat: null requirement: null - name: Timeless Nature source: - abbr: CRB page_start: 139 @@ -5720,11 +6036,12 @@ feat: descr: You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower. frequency: null has_been_manually_proofread: false + level: 14 + name: Verdant Metamorphosis prereqs: - descr: 'Feature: leaf order' feat: null requirement: null - name: Verdant Metamorphosis source: - abbr: CRB page_start: 139 @@ -5736,11 +6053,11 @@ feat: descr: You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Impaling Briars prereqs: - descr: 'Feature: leaf order' feat: null requirement: null - name: Impaling Briars source: - abbr: CRB page_start: 139 @@ -5752,11 +6069,12 @@ feat: descr: You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, add the phoenix form listed in aerial form to your wild shape list. frequency: null has_been_manually_proofread: false + level: 16 + name: Monstrosity Shape prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: Monstrosity Shape source: - abbr: CRB page_start: 139 @@ -5768,11 +6086,12 @@ feat: descr: You can invoke nature’s fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 18 + name: Invoke Disaster prereqs: - descr: 'Feat: Wind Caller' feat: Wind Caller requirement: null - name: Invoke Disaster source: - abbr: CRB page_start: 139 @@ -5784,11 +6103,12 @@ feat: descr: Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it. frequency: null has_been_manually_proofread: false + level: 18 + name: Perfect Form Control prereqs: - descr: Strength 18 feat: null requirement: null - name: Perfect Form Control source: - abbr: CRB page_start: 139 @@ -5800,11 +6120,12 @@ feat: descr: Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 18 + name: Primal Wellspring prereqs: - descr: 'Feat: Primal Focus' feat: Primal Focus requirement: null - name: Primal Wellspring source: - abbr: CRB page_start: 139 @@ -5816,11 +6137,11 @@ feat: descr: You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false + name: Hierophant’s Power prereqs: - descr: legendary in Nature feat: null requirement: null - name: Hierophant’s Power source: - abbr: CRB page_start: 139 @@ -5832,11 +6153,12 @@ feat: descr: You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it. frequency: once per minute has_been_manually_proofread: false + level: 20 + name: Leyline Conduit prereqs: - descr: Class Level 20 feat: null requirement: null - name: Leyline Conduit source: - abbr: CRB page_start: 139 @@ -5851,11 +6173,12 @@ feat: descr: You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man. frequency: null has_been_manually_proofread: false + level: 20 + name: True Shapeshifter prereqs: - descr: 'Feat: Wild Shape' feat: Wild Shape requirement: null - name: True Shapeshifter source: - abbr: CRB page_start: 139 @@ -5868,11 +6191,12 @@ feat: descr: You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. frequency: null has_been_manually_proofread: false + level: 1 + name: Double Slice prereqs: - descr: Class Level 1 feat: null requirement: You are wielding two melee weapons, each in a different hand. - name: Double Slice source: - abbr: CRB page_start: 144 @@ -5884,11 +6208,12 @@ feat: descr: You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. frequency: null has_been_manually_proofread: false + level: 1 + name: Exacting Strike prereqs: - descr: Class Level 1 feat: null requirement: null - name: Exacting Strike source: - abbr: CRB page_start: 144 @@ -5901,11 +6226,12 @@ feat: descr: You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment. frequency: null has_been_manually_proofread: false + level: 1 + name: Point-Blank Shot prereqs: - descr: Class Level 1 feat: null requirement: You are wielding a ranged weapon. - name: Point-Blank Shot source: - abbr: CRB page_start: 144 @@ -5919,11 +6245,12 @@ feat: descr: You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. frequency: null has_been_manually_proofread: false + level: 1 + name: Power Attack prereqs: - descr: Class Level 1 feat: null requirement: null - name: Power Attack source: - abbr: CRB page_start: 144 @@ -5936,11 +6263,12 @@ feat: descr: You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. frequency: null has_been_manually_proofread: false + level: 1 + name: Reactive Shield prereqs: - descr: Class Level 1 feat: null requirement: You are wielding a shield. - name: Reactive Shield source: - abbr: CRB page_start: 145 @@ -5952,11 +6280,12 @@ feat: descr: You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first. frequency: null has_been_manually_proofread: false + level: 1 + name: Snagging Strike prereqs: - descr: Class Level 1 feat: null requirement: You have one hand free, and your target is within reach of that hand. - name: Snagging Strike source: - abbr: CRB page_start: 145 @@ -5968,11 +6297,12 @@ feat: descr: You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved. frequency: null has_been_manually_proofread: false + level: 2 + name: Aggressive Block prereqs: - descr: Class Level 2 feat: null requirement: null - name: Aggressive Block source: - abbr: CRB page_start: 145 @@ -5984,11 +6314,12 @@ feat: descr: With a quick shot, you interfere with a foe in combat. You can use the Aid action with a ranged weapon you wield. Instead of being within reach of the target, you must be within maximum range of the target. An Assisting Shot uses ammunition and incurs penalties just like any other attack. frequency: null has_been_manually_proofread: false + level: 2 + name: Assisting Shot prereqs: - descr: Class Level 2 feat: null requirement: null - name: Assisting Shot source: - abbr: CRB page_start: 145 @@ -6000,11 +6331,12 @@ feat: descr: Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions. frequency: null has_been_manually_proofread: false + level: 2 + name: Brutish Shove prereqs: - descr: Class Level 2 feat: null requirement: You are wielding a two-handed melee weapon. - name: Brutish Shove source: - abbr: CRB page_start: 145 @@ -6017,11 +6349,12 @@ feat: descr: You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first. frequency: null has_been_manually_proofread: false + level: 2 + name: Combat Grab prereqs: - descr: Class Level 2 feat: null requirement: You have one hand free, and your target is within reach of that hand. - name: Combat Grab source: - abbr: CRB page_start: 146 @@ -6034,11 +6367,12 @@ feat: descr: You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. frequency: null has_been_manually_proofread: false + level: 2 + name: Dueling Parry prereqs: - descr: Class Level 2 feat: null requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - name: Dueling Parry source: - abbr: CRB page_start: 146 @@ -6050,11 +6384,12 @@ feat: descr: Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. frequency: null has_been_manually_proofread: false + level: 2 + name: Intimidating Strike prereqs: - descr: Class Level 2 feat: null requirement: null - name: Intimidating Strike source: - abbr: CRB page_start: 146 @@ -6069,11 +6404,12 @@ feat: descr: Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike. frequency: null has_been_manually_proofread: false + level: 2 + name: Lunge prereqs: - descr: Class Level 2 feat: null requirement: You are wielding a melee weapon. - name: Lunge source: - abbr: CRB page_start: 146 @@ -6085,11 +6421,12 @@ feat: descr: You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. frequency: null has_been_manually_proofread: false + level: 4 + name: Double Shot prereqs: - descr: Class Level 4 feat: null requirement: You are wielding a ranged weapon with reload 0. - name: Double Shot source: - abbr: CRB page_start: 146 @@ -6102,11 +6439,12 @@ feat: descr: You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free. frequency: null has_been_manually_proofread: false + level: 4 + name: Dual-Handed Assault prereqs: - descr: Class Level 4 feat: null requirement: You are wielding a one-handed melee weapon and have a free hand. - name: Dual-Handed Assault source: - abbr: CRB page_start: 146 @@ -6119,11 +6457,12 @@ feat: descr: You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. frequency: null has_been_manually_proofread: false + level: 4 + name: Knockdown prereqs: - descr: trained in Athletics feat: null requirement: null - name: Knockdown source: - abbr: CRB page_start: 146 @@ -6136,11 +6475,12 @@ feat: descr: You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature. frequency: null has_been_manually_proofread: false + level: 4 + name: Powerful Shove prereqs: - descr: Aggressive Block or Brutish Shove feat: null requirement: null - name: Powerful Shove source: - abbr: CRB page_start: 146 @@ -6152,11 +6492,12 @@ feat: descr: You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty. frequency: null has_been_manually_proofread: false + level: 4 + name: Quick Reversal prereqs: - descr: Class Level 4 feat: null requirement: You are flanked by at least two enemies. - name: Quick Reversal source: - abbr: CRB page_start: 146 @@ -6170,11 +6511,12 @@ feat: descr: When your shield is up, your enemies’ blows can’t touch you. hen you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 4 + name: Shielded Stride prereqs: - descr: Class Level 4 feat: null requirement: null - name: Shielded Stride source: - abbr: CRB page_start: 146 @@ -6186,11 +6528,12 @@ feat: descr: You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. frequency: null has_been_manually_proofread: false + level: 4 + name: Twin Parry prereqs: - descr: Class Level 4 feat: null requirement: You are wielding two melee weapons, one in each hand. - name: Twin Parry source: - abbr: CRB page_start: 147 @@ -6202,11 +6545,12 @@ feat: descr: You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Weapon Training prereqs: - descr: Class Level 6 feat: null requirement: null - name: Advanced Weapon Training source: - abbr: CRB page_start: 147 @@ -6218,11 +6562,12 @@ feat: descr: When an enemy’s movement is compromised, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect. Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. This damage has the same damage type as the weapon. frequency: null has_been_manually_proofread: false + level: 6 + name: Advantageous Assault prereqs: - descr: Class Level 6 feat: null requirement: null - name: Advantageous Assault source: - abbr: CRB page_start: 147 @@ -6235,11 +6580,12 @@ feat: descr: You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you. frequency: null has_been_manually_proofread: false + level: 6 + name: Disarming Stance prereqs: - descr: trained in Athletics feat: null requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - name: Disarming Stance source: - abbr: CRB page_start: 147 @@ -6252,11 +6598,12 @@ feat: descr: You’ve learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two. frequency: null has_been_manually_proofread: false + level: 6 + name: Furious Focus prereqs: - descr: 'Feat: Power Attack' feat: Power Attack requirement: null - name: Furious Focus source: - abbr: CRB page_start: 148 @@ -6268,11 +6615,11 @@ feat: descr: You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. frequency: null has_been_manually_proofread: false + name: Guardian’s Deflection prereqs: - descr: Class Level 6 feat: null requirement: You are wielding a single one-handed melee weapon and have your other hand or hands free. - name: Guardian’s Deflection source: - abbr: CRB page_start: 148 @@ -6284,11 +6631,12 @@ feat: descr: You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage. frequency: null has_been_manually_proofread: false + level: 6 + name: Reflexive Shield prereqs: - descr: Class Level 6 feat: null requirement: null - name: Reflexive Shield source: - abbr: CRB page_start: 148 @@ -6300,11 +6648,12 @@ feat: descr: You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don’t have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don’t need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can’t become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions. frequency: null has_been_manually_proofread: false + level: 6 + name: Revealing Stab prereqs: - descr: Class Level 6 feat: null requirement: You are wielding a melee weapon that deals piercing damage. - name: Revealing Stab source: - abbr: CRB page_start: 148 @@ -6316,11 +6665,12 @@ feat: descr: Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn. frequency: null has_been_manually_proofread: false + level: 6 + name: Shatter Defenses prereqs: - descr: Class Level 6 feat: null requirement: A frightened creature is in your melee reach. - name: Shatter Defenses source: - abbr: CRB page_start: 149 @@ -6333,11 +6683,12 @@ feat: descr: You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. frequency: null has_been_manually_proofread: false + level: 6 + name: Shield Warden (Fighter) prereqs: - descr: 'Feat: Shield Block' feat: Shield Block requirement: null - name: Shield Warden (Fighter) source: - abbr: CRB page_start: 149 @@ -6349,11 +6700,12 @@ feat: descr: You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them. frequency: null has_been_manually_proofread: false + level: 6 + name: Triple Shot prereqs: - descr: 'Feat: Double Shot' feat: Double Shot requirement: null - name: Triple Shot source: - abbr: CRB page_start: 149 @@ -6365,11 +6717,12 @@ feat: descr: Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you. frequency: null has_been_manually_proofread: false + level: 8 + name: Blind-Fight prereqs: - descr: master in Perception feat: null requirement: null - name: Blind-Fight source: - abbr: CRB page_start: 173 @@ -6383,11 +6736,12 @@ feat: descr: You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature. frequency: null has_been_manually_proofread: false + level: 8 + name: Dueling Riposte prereqs: - descr: 'Feat: Dueling Parry' feat: Dueling Parry requirement: You are benefiting from Dueling Parry. - name: Dueling Riposte source: - abbr: CRB page_start: 149 @@ -6399,11 +6753,12 @@ feat: descr: Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn. frequency: null has_been_manually_proofread: false + level: 8 + name: Felling Strike prereqs: - descr: Class Level 8 feat: null requirement: null - name: Felling Strike source: - abbr: CRB page_start: 149 @@ -6415,11 +6770,12 @@ feat: descr: By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. frequency: null has_been_manually_proofread: false + level: 8 + name: Incredible Aim prereqs: - descr: Class Level 8 feat: null requirement: null - name: Incredible Aim source: - abbr: CRB page_start: 149 @@ -6432,11 +6788,12 @@ feat: descr: Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so. frequency: null has_been_manually_proofread: false + level: 8 + name: Mobile Shot Stance prereqs: - descr: Class Level 8 feat: null requirement: null - name: Mobile Shot Stance source: - abbr: CRB page_start: 149 @@ -6449,11 +6806,12 @@ feat: descr: With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules found on page 475. frequency: null has_been_manually_proofread: false + level: 8 + name: Positioning Assault prereqs: - descr: Class Level 8 feat: null requirement: You are wielding a two-handed melee weapon and your target is within your reach. - name: Positioning Assault source: - abbr: CRB page_start: 149 @@ -6466,11 +6824,12 @@ feat: descr: You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block. frequency: null has_been_manually_proofread: false + level: 8 + name: Quick Shield Block prereqs: - descr: 'Feat: Reactive Shield' feat: Reactive Shield requirement: null - name: Quick Shield Block source: - abbr: CRB page_start: 149 @@ -6482,27 +6841,29 @@ feat: descr: You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike. frequency: null has_been_manually_proofread: false + level: 8 + name: Sudden Leap (Fighter) prereqs: - descr: Class Level 8 feat: null requirement: null - name: Sudden Leap (Fighter) source: - abbr: CRB page_start: 149 page_stop: 149 traits: - - Fighter + - Fighter trigger: null - action: null descr: Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8). frequency: null has_been_manually_proofread: false + level: 10 + name: Agile Grace prereqs: - descr: Class Level 10 feat: null requirement: null - name: Agile Grace source: - abbr: CRB page_start: 150 @@ -6514,11 +6875,12 @@ feat: descr: Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect. Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.) frequency: null has_been_manually_proofread: false + level: 10 + name: Certain Strike prereqs: - descr: Class Level 10 feat: null requirement: null - name: Certain Strike source: - abbr: CRB page_start: 150 @@ -6531,11 +6893,12 @@ feat: descr: You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity. frequency: null has_been_manually_proofread: false + level: 10 + name: Combat Reflexes prereqs: - descr: Class Level 10 feat: null requirement: null - name: Combat Reflexes source: - abbr: CRB page_start: 150 @@ -6547,11 +6910,12 @@ feat: descr: Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn. frequency: null has_been_manually_proofread: false + level: 10 + name: Debilitating Shot prereqs: - descr: Class Level 10 feat: null requirement: null - name: Debilitating Shot source: - abbr: CRB page_start: 150 @@ -6564,11 +6928,12 @@ feat: descr: After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect. frequency: null has_been_manually_proofread: false + level: 10 + name: Disarming Twist prereqs: - descr: trained in Athletics feat: null requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - name: Disarming Twist source: - abbr: CRB page_start: 150 @@ -6581,11 +6946,12 @@ feat: descr: The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit). frequency: null has_been_manually_proofread: false + level: 10 + name: Disruptive Stance prereqs: - descr: Class Level 10 feat: null requirement: null - name: Disruptive Stance source: - abbr: CRB page_start: 150 @@ -6598,11 +6964,12 @@ feat: descr: Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value. If you have master proficiency in Intimidation, increase the bonus to triple the target’s frightened value. frequency: null has_been_manually_proofread: false + level: 10 + name: Fearsome Brute prereqs: - descr: Class Level 10 feat: null requirement: null - name: Fearsome Brute source: - abbr: CRB page_start: 151 @@ -6614,11 +6981,12 @@ feat: descr: You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip. frequency: null has_been_manually_proofread: false + level: 10 + name: Improved Knockdown prereqs: - descr: 'Feat: Knockdown' feat: Knockback requirement: null - name: Improved Knockdown source: - abbr: CRB page_start: 151 @@ -6630,11 +6998,12 @@ feat: descr: You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). frequency: null has_been_manually_proofread: false + level: 10 + name: Mirror Shield prereqs: - descr: Class Level 10 feat: null requirement: You have a shield raised. - name: Mirror Shield source: - abbr: CRB page_start: 151 @@ -6646,11 +7015,12 @@ feat: descr: Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect. frequency: null has_been_manually_proofread: false + level: 12 + name: Brutal Finish prereqs: - descr: Class Level 12 feat: null requirement: You are wielding a melee weapon in two hands. - name: Brutal Finish source: - abbr: CRB page_start: 151 @@ -6663,11 +7033,12 @@ feat: descr: Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. frequency: null has_been_manually_proofread: false + level: 12 + name: Dueling Dance prereqs: - descr: 'Feat: Dueling Parry' feat: Dueling Parry requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - name: Dueling Dance source: - abbr: CRB page_start: 151 @@ -6680,11 +7051,12 @@ feat: descr: Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure. frequency: null has_been_manually_proofread: false + level: 12 + name: Flinging Shove prereqs: - descr: Aggressive Block or Brutish Shove feat: null requirement: null - name: Flinging Shove source: - abbr: CRB page_start: 151 @@ -6696,11 +7068,12 @@ feat: descr: Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry. frequency: null has_been_manually_proofread: false + level: 12 + name: Improved Dueling Riposte prereqs: - descr: 'Feat: Dueling Riposte' feat: Dueling Riposte requirement: null - name: Improved Dueling Riposte source: - abbr: CRB page_start: 151 @@ -6712,11 +7085,12 @@ feat: descr: After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike. You ignore the target’s concealed condition and all cover. frequency: null has_been_manually_proofread: false + level: 12 + name: Incredible Ricochet prereqs: - descr: 'Feat: Incredible Aim' feat: Incredible Aim requirement: null - name: Incredible Ricochet source: - abbr: CRB page_start: 151 @@ -6730,11 +7104,12 @@ feat: descr: Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet. frequency: null has_been_manually_proofread: false + level: 12 + name: Lunging Stance prereqs: - descr: 'Feat: Lunge' feat: Lunge requirement: You are wielding a melee weapon. - name: Lunging Stance source: - abbr: CRB page_start: 151 @@ -6747,11 +7122,11 @@ feat: descr: Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action, as long as you meet that action’s requirements. frequency: null has_been_manually_proofread: false + name: Paragon’s Guard prereqs: - descr: Class Level 12 feat: null requirement: You are wielding a shield. - name: Paragon’s Guard source: - abbr: CRB page_start: 151 @@ -6764,11 +7139,12 @@ feat: descr: Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 12 + name: Spring Attack prereqs: - descr: Class Level 12 feat: null requirement: You are adjacent to an enemy. - name: Spring Attack source: - abbr: CRB page_start: 152 @@ -6781,11 +7157,12 @@ feat: descr: You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn. frequency: null has_been_manually_proofread: false + level: 14 + name: Desperate Finisher prereqs: - descr: Class Level 14 feat: null requirement: You meet the requirements to use an action with the press trait. - name: Desperate Finisher source: - abbr: CRB page_start: 152 @@ -6797,11 +7174,12 @@ feat: descr: Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your level is your counteract level, and you attempt a Will save as your counteract check).This doesn’t remove any Hit Point damage normally dealt by the spell or condition, and it doesn’t prevent the spell or debilitating effect from affecting other allies or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can’t remove its effect on you. frequency: once per day has_been_manually_proofread: false + level: 14 + name: Determination prereqs: - descr: Class Level 14 feat: null requirement: null - name: Determination source: - abbr: CRB page_start: 152 @@ -6814,11 +7192,12 @@ feat: descr: Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your Strike gains the following failure effect. frequency: null has_been_manually_proofread: false + level: 14 + name: Guiding Finish prereqs: - descr: Class Level 14 feat: null requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - name: Guiding Finish source: - abbr: CRB page_start: 152 @@ -6831,11 +7210,12 @@ feat: descr: By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475. frequency: null has_been_manually_proofread: false + level: 14 + name: Guiding Riposte prereqs: - descr: 'Feat: Dueling Riposte' feat: Dueling Riposte requirement: null - name: Guiding Riposte source: - abbr: CRB page_start: 153 @@ -6847,11 +7227,11 @@ feat: descr: Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry. frequency: null has_been_manually_proofread: false + name: Improved Twin Riposte (Fighter) prereqs: - descr: 'Feat: Twin Riposte' feat: Twin Riposte requirement: null - name: Improved Twin Riposte (Fighter) source: - abbr: CRB page_start: 153 @@ -6863,11 +7243,11 @@ feat: descr: When there’s imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait. frequency: null has_been_manually_proofread: false + name: Stance Savant (Fighter) prereqs: - descr: Class Level 14 feat: null requirement: null - name: Stance Savant (Fighter) source: - abbr: CRB page_start: 153 @@ -6879,11 +7259,12 @@ feat: descr: You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon. frequency: null has_been_manually_proofread: false + level: 14 + name: Two-Weapon Flurry prereqs: - descr: Class Level 14 feat: null requirement: You are wielding two weapons, each in a different hand. - name: Two-Weapon Flurry source: - abbr: CRB page_start: 153 @@ -6897,11 +7278,12 @@ feat: descr: With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty. frequency: null has_been_manually_proofread: false + level: 16 + name: Graceful Poise prereqs: - descr: 'Feat: Double Slice' feat: Double Slice requirement: null - name: Graceful Poise source: - abbr: CRB page_start: 153 @@ -6914,11 +7296,12 @@ feat: descr: Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction. frequency: null has_been_manually_proofread: false + level: 16 + name: Improved Reflexive Shield prereqs: - descr: 'Feat: Reflexive Shield' feat: Reflexive Shield requirement: null - name: Improved Reflexive Shield source: - abbr: CRB page_start: 153 @@ -6930,11 +7313,12 @@ feat: descr: You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1, or –2 if you add the extra action to make three Strikes. If you move from your position, this stance ends. frequency: null has_been_manually_proofread: false + level: 16 + name: Multishot Stance prereqs: - descr: 'Feat: Triple Shot' feat: Triple Shot requirement: You are wielding a ranged weapon with reload 0. - name: Multishot Stance source: - abbr: CRB page_start: 153 @@ -6947,11 +7331,12 @@ feat: descr: You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action. frequency: null has_been_manually_proofread: false + level: 16 + name: Twinned Defense prereqs: - descr: 'Feat: Twin Parry' feat: Twin Parry requirement: You are wielding two melee weapons, one in each hand. - name: Twinned Defense source: - abbr: CRB page_start: 153 @@ -6964,11 +7349,12 @@ feat: descr: You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. frequency: null has_been_manually_proofread: false + level: 18 + name: Impossible Volley prereqs: - descr: Class Level 18 feat: null requirement: You are wielding a ranged weapon with the volley trait and reload 0. - name: Impossible Volley source: - abbr: CRB page_start: 153 @@ -6983,11 +7369,12 @@ feat: descr: The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure. frequency: null has_been_manually_proofread: false + level: 18 + name: Savage Critical prereqs: - descr: Class Level 18 feat: null requirement: null - name: Savage Critical source: - abbr: CRB page_start: 153 @@ -6999,11 +7386,11 @@ feat: descr: With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn. frequency: null has_been_manually_proofread: false + name: Boudless Reprisals prereqs: - descr: Class Level 20 feat: null requirement: null - name: Boudless Reprisals source: - abbr: CRB page_start: 153 @@ -7015,11 +7402,12 @@ feat: descr: Your skill with weapons lets you attack swiftly at all times. You’re permanently quickened. You can use your extra action only to Strike. frequency: null has_been_manually_proofread: false + level: 20 + name: Weapon Supremacy prereqs: - descr: Class Level 20 feat: null requirement: null - name: Weapon Supremacy source: - abbr: CRB page_start: 153 @@ -7031,11 +7419,12 @@ feat: descr: You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. frequency: null has_been_manually_proofread: false + level: 1 + name: Crane Stance prereqs: - descr: Class Level 1 feat: null requirement: You are unarmored. - name: Crane Stance source: - abbr: CRB page_start: 158 @@ -7048,11 +7437,12 @@ feat: descr: You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Dragon Stance, you can ignore the first square of difficult terrain while Striding. frequency: null has_been_manually_proofread: false + level: 1 + name: Dragon Stance prereqs: - descr: Class Level 1 feat: null requirement: You are unarmored. - name: Dragon Stance source: - abbr: CRB page_start: 158 @@ -7065,11 +7455,12 @@ feat: descr: You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. frequency: null has_been_manually_proofread: false + level: 1 + name: Ki Rush prereqs: - descr: Class Level 1 feat: null requirement: null - name: Ki Rush source: - abbr: CRB page_start: 158 @@ -7081,11 +7472,11 @@ feat: descr: Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. frequency: null has_been_manually_proofread: false + name: Ki Strike prereqs: - descr: Class Level 1 feat: null requirement: null - name: Ki Strike source: - abbr: CRB page_start: 158 @@ -7097,11 +7488,12 @@ feat: descr: You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. frequency: null has_been_manually_proofread: false + level: 1 + name: Monastic Weaponry prereqs: - descr: Class Level 1 feat: null requirement: null - name: Monastic Weaponry source: - abbr: CRB page_start: 158 @@ -7113,11 +7505,12 @@ feat: descr: You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits. While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. frequency: null has_been_manually_proofread: false + level: 1 + name: Mountain Stance prereqs: - descr: Class Level 1 feat: null requirement: null - name: Mountain Stance source: - abbr: CRB page_start: 159 @@ -7133,11 +7526,12 @@ feat: descr: You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet. frequency: null has_been_manually_proofread: false + level: 1 + name: Tiger Stance prereqs: - descr: Class Level 1 feat: null requirement: You are unarmored. - name: Tiger Stance source: - abbr: CRB page_start: 159 @@ -7150,11 +7544,12 @@ feat: descr: You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait. frequency: null has_been_manually_proofread: false + level: 1 + name: Wolf Stance prereqs: - descr: Class Level 1 feat: null requirement: You are unarmored. - name: Wolf Stance source: - abbr: CRB page_start: 159 @@ -7167,11 +7562,12 @@ feat: descr: You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained. frequency: null has_been_manually_proofread: false + level: 2 + name: Brawling Focus prereqs: - descr: Class Level 2 feat: null requirement: null - name: Brawling Focus source: - abbr: CRB page_start: 160 @@ -7183,11 +7579,12 @@ feat: descr: Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty. frequency: null has_been_manually_proofread: false + level: 2 + name: Crushing Grab prereqs: - descr: Class Level 2 feat: null requirement: null - name: Crushing Grab source: - abbr: CRB page_start: 160 @@ -7199,11 +7596,12 @@ feat: descr: You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall. frequency: null has_been_manually_proofread: false + level: 2 + name: Dancing Leaf prereqs: - descr: Class Level 2 feat: null requirement: null - name: Dancing Leaf source: - abbr: CRB page_start: 160 @@ -7215,11 +7613,12 @@ feat: descr: You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait). frequency: null has_been_manually_proofread: false + level: 2 + name: Elemental Fist prereqs: - descr: 'Feat: Ki Strike' feat: Ki Strike requirement: null - name: Elemental Fist source: - abbr: CRB page_start: 160 @@ -7231,11 +7630,12 @@ feat: descr: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect. frequency: null has_been_manually_proofread: false + level: 2 + name: Stunning Fist prereqs: - descr: 'Feature: flurry Of blows' feat: null requirement: null - name: Stunning Fist source: - abbr: CRB page_start: 160 @@ -7247,11 +7647,12 @@ feat: descr: You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). frequency: null has_been_manually_proofread: false + level: 4 + name: Deflect Arrows prereqs: - descr: Class Level 4 feat: null requirement: You’re aware of the attack, are not flat-footed against it, and have a hand free. - name: Deflect Arrows source: - abbr: CRB page_start: 160 @@ -7263,11 +7664,12 @@ feat: descr: You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips. frequency: null has_been_manually_proofread: false + level: 4 + name: Flurry of Maneuvers prereqs: - descr: expert in Athletics feat: null requirement: null - name: Flurry of Maneuvers source: - abbr: CRB page_start: 160 @@ -7279,11 +7681,12 @@ feat: descr: You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage. frequency: null has_been_manually_proofread: false + level: 4 + name: Flying Kick prereqs: - descr: Class Level 4 feat: null requirement: null - name: Flying Kick source: - abbr: CRB page_start: 160 @@ -7295,11 +7698,12 @@ feat: descr: Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement. frequency: null has_been_manually_proofread: false + level: 4 + name: Guarded Movement prereqs: - descr: Class Level 4 feat: null requirement: null - name: Guarded Movement source: - abbr: CRB page_start: 160 @@ -7311,11 +7715,12 @@ feat: descr: You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action. frequency: null has_been_manually_proofread: false + level: 4 + name: Stand Still prereqs: - descr: Class Level 4 feat: null requirement: null - name: Stand Still source: - abbr: CRB page_start: 160 @@ -7327,11 +7732,12 @@ feat: descr: You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 4 + name: Wholeness of Body prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Wholeness of Body source: - abbr: CRB page_start: 160 @@ -7343,11 +7749,12 @@ feat: descr: You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 6 + name: Abundant Step prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Abundant Step source: - abbr: CRB page_start: 160 @@ -7359,11 +7766,12 @@ feat: descr: You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach. frequency: null has_been_manually_proofread: false + level: 6 + name: Crane Flutter prereqs: - descr: 'Feat: Crane Stance' feat: Crane Stance requirement: You are in Crrane Stance. - name: Crane Flutter source: - abbr: CRB page_start: 161 @@ -7375,11 +7783,12 @@ feat: descr: You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute. frequency: null has_been_manually_proofread: false + level: 6 + name: Dragon Roar prereqs: - descr: 'Feat: Dragon Stance' feat: Dragon Stance requirement: You are in Dragon Stance. - name: Dragon Roar source: - abbr: CRB page_start: 161 @@ -7395,11 +7804,11 @@ feat: descr: You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Ki Blast prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Ki Blast source: - abbr: CRB page_start: 161 @@ -7411,11 +7820,12 @@ feat: descr: You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. frequency: null has_been_manually_proofread: false + level: 6 + name: Mountain Stronghold prereqs: - descr: 'Feat: Mountain Stance' feat: Mountain Stance requirement: You are in Mountain Stance. - name: Mountain Stronghold source: - abbr: CRB page_start: 161 @@ -7427,11 +7837,12 @@ feat: descr: You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw. frequency: null has_been_manually_proofread: false + level: 6 + name: Tiger Slash prereqs: - descr: 'Feat: Tiger Stance' feat: Tiger Stance requirement: You are in Tiger Stance. - name: Tiger Slash source: - abbr: CRB page_start: 161 @@ -7443,11 +7854,12 @@ feat: descr: You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal. frequency: null has_been_manually_proofread: false + level: 6 + name: Water Step prereqs: - descr: Class Level 6 feat: null requirement: null - name: Water Step source: - abbr: CRB page_start: 162 @@ -7459,11 +7871,12 @@ feat: descr: You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. frequency: null has_been_manually_proofread: false + level: 6 + name: Whirling Throw prereqs: - descr: Class Level 6 feat: null requirement: You have a creature grabbed or restrained. - name: Whirling Throw source: - abbr: CRB page_start: 162 @@ -7475,11 +7888,12 @@ feat: descr: You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone. frequency: null has_been_manually_proofread: false + level: 6 + name: Wolf Drag prereqs: - descr: 'Feat: Wolf Stance' feat: Wolf Stance requirement: You are in Wolf Stance. - name: Wolf Drag source: - abbr: CRB page_start: 162 @@ -7491,11 +7905,12 @@ feat: descr: You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack. frequency: null has_been_manually_proofread: false + level: 8 + name: 'Arrow Snatching ' prereqs: - descr: 'Feat: Deflect Arrow' feat: Deflect Arrows requirement: null - name: 'Arrow Snatching ' source: - abbr: CRB page_start: 162 @@ -7507,11 +7922,12 @@ feat: descr: You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits. While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. frequency: null has_been_manually_proofread: false + level: 8 + name: Ironblood Stance prereqs: - descr: Class Level 8 feat: null requirement: You are unarmored. - name: Ironblood Stance source: - abbr: CRB page_start: 163 @@ -7524,11 +7940,12 @@ feat: descr: You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks. frequency: null has_been_manually_proofread: false + level: 8 + name: Mixed Maneuver prereqs: - descr: master in Athletics feat: null requirement: null - name: Mixed Maneuver source: - abbr: CRB page_start: 163 @@ -7540,11 +7957,12 @@ feat: descr: You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move. frequency: null has_been_manually_proofread: false + level: 8 + name: Tangled Forest Stance prereqs: - descr: Class Level 8 feat: null requirement: null - name: Tangled Forest Stance source: - abbr: CRB page_start: 163 @@ -7560,11 +7978,12 @@ feat: descr: You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall. frequency: null has_been_manually_proofread: false + level: 8 + name: Wall Run prereqs: - descr: Class Level 8 feat: null requirement: null - name: Wall Run source: - abbr: CRB page_start: 163 @@ -7576,11 +7995,12 @@ feat: descr: You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance. frequency: null has_been_manually_proofread: false + level: 8 + name: Wild Winds Initiate prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Wild Winds Initiate source: - abbr: CRB page_start: 163 @@ -7592,11 +8012,12 @@ feat: descr: You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty. frequency: null has_been_manually_proofread: false + level: 10 + name: Knockback Strike prereqs: - descr: Class Level 10 feat: null requirement: null - name: Knockback Strike source: - abbr: CRB page_start: 163 @@ -7609,11 +8030,12 @@ feat: descr: 'You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects. Critical Success: The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds. Success: The target is clumsy 1 until the end of its next turn.' frequency: null has_been_manually_proofread: false + level: 10 + name: Sleeper Hold prereqs: - descr: Class Level 10 feat: null requirement: You have a creature grabbed or restrained. - name: Sleeper Hold source: - abbr: CRB page_start: 163 @@ -7627,11 +8049,12 @@ feat: descr: You gather the wind beneath you, allowing you to soar as you jump. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 10 + name: Wind Jump prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Wind Jump source: - abbr: CRB page_start: 163 @@ -7643,11 +8066,12 @@ feat: descr: 'Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.' frequency: once per round has_been_manually_proofread: false + level: 10 + name: Winding Flow prereqs: - descr: Class Level 10 feat: null requirement: null - name: Winding Flow source: - abbr: CRB page_start: 163 @@ -7659,11 +8083,12 @@ feat: descr: You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic. frequency: null has_been_manually_proofread: false + level: 12 + name: Diamond Soul prereqs: - descr: Class Level 12 feat: null requirement: null - name: Diamond Soul source: - abbr: CRB page_start: 163 @@ -7675,11 +8100,12 @@ feat: descr: Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead. frequency: null has_been_manually_proofread: false + level: 12 + name: Disrupt Ki prereqs: - descr: Class Level 12 feat: null requirement: null - name: Disrupt Ki source: - abbr: CRB page_start: 163 @@ -7692,11 +8118,12 @@ feat: descr: When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics. frequency: null has_been_manually_proofread: false + level: 12 + name: Improved Knockback prereqs: - descr: master in Athletics feat: null requirement: null - name: Improved Knockback source: - abbr: CRB page_start: 163 @@ -7708,11 +8135,12 @@ feat: descr: Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 12 + name: Meditative Focus prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Meditative Focus source: - abbr: CRB page_start: 164 @@ -7724,11 +8152,11 @@ feat: descr: You enter a stance without a thought. Use an action that has the stance trait. frequency: null has_been_manually_proofread: false + name: Stance Savant (Monk) prereqs: - descr: Class Level 12 feat: null requirement: null - name: Stance Savant (Monk) source: - abbr: CRB page_start: 164 @@ -7740,11 +8168,12 @@ feat: descr: You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration. frequency: null has_been_manually_proofread: false + level: 14 + name: Ironblood Surge prereqs: - descr: 'Feat: Ironblood Stance' feat: Ironblood Stance requirement: You are in Ironblood Stance. - name: Ironblood Surge source: - abbr: CRB page_start: 164 @@ -7756,11 +8185,12 @@ feat: descr: You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds. frequency: null has_been_manually_proofread: false + level: 14 + name: Moutain Quake prereqs: - descr: 'Feat: Mountain Stronghold' feat: Mountain Stronghold requirement: You are in Mountain Stance. - name: Moutain Quake source: - abbr: CRB page_start: 164 @@ -7772,11 +8202,12 @@ feat: descr: You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475. frequency: null has_been_manually_proofread: false + level: 14 + name: Tangled Forest Rake prereqs: - descr: 'Feat: Tangled Forest Stance' feat: Tangled Forest Stance requirement: You are in Tangled Forest Stance. - name: Tangled Forest Rake source: - abbr: CRB page_start: 164 @@ -7788,11 +8219,12 @@ feat: descr: You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level. frequency: null has_been_manually_proofread: false + level: 14 + name: Timeless Body prereqs: - descr: Class Level 14 feat: null requirement: null - name: Timeless Body source: - abbr: CRB page_start: 164 @@ -7804,11 +8236,12 @@ feat: descr: You have transcended the barriers between words and meaning. You can speak and understand all spoken languages. frequency: null has_been_manually_proofread: false + level: 14 + name: Tongue of the Sun and Moon prereqs: - descr: Class Level 14 feat: null requirement: null - name: Tongue of the Sun and Moon source: - abbr: CRB page_start: 165 @@ -7820,11 +8253,12 @@ feat: descr: You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks. frequency: null has_been_manually_proofread: false + level: 16 + name: Wild Winds Gust prereqs: - descr: 'Feat: Wild Winds Initiate' feat: Wild Winds Initiate requirement: You are in Wild Winds Stance. - name: Wild Winds Gust source: - abbr: CRB page_start: 165 @@ -7840,11 +8274,12 @@ feat: descr: You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects. frequency: null has_been_manually_proofread: false + level: 16 + name: Enlightened Presence prereqs: - descr: Class Level 16 feat: null requirement: null - name: Enlightened Presence source: - abbr: CRB page_start: 165 @@ -7858,11 +8293,12 @@ feat: descr: You move between stances in an unceasing dance. You use an action with the stance trait. frequency: null has_been_manually_proofread: false + level: 16 + name: Master of Many Styles prereqs: - descr: 'Feat: Stance Savant' feat: Stance Savant (Monk) requirement: This is the first action of your turn. - name: Master of Many Styles source: - abbr: CRB page_start: 165 @@ -7874,11 +8310,11 @@ feat: descr: Your strikes can kill foes. You gain the quivering ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + name: Quivering Palm prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Quivering Palm source: - abbr: CRB page_start: 165 @@ -7890,11 +8326,12 @@ feat: descr: The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value. frequency: null has_been_manually_proofread: false + level: 16 + name: Shattering Strike prereqs: - descr: Class Level 16 feat: null requirement: null - name: Shattering Strike source: - abbr: CRB page_start: 165 @@ -7906,11 +8343,12 @@ feat: descr: Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step. frequency: null has_been_manually_proofread: false + level: 18 + name: Diamond Fists prereqs: - descr: Class Level 18 feat: null requirement: null - name: Diamond Fists source: - abbr: CRB page_start: 165 @@ -7922,11 +8360,12 @@ feat: descr: You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 18 + name: Empty Body prereqs: - descr: 'Feature: ki spells' feat: null requirement: null - name: Empty Body source: - abbr: CRB page_start: 165 @@ -7938,11 +8377,12 @@ feat: descr: When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 18 + name: Meditative Wellspring prereqs: - descr: 'Feat: Meditative Focus' feat: Meditative Focus requirement: null - name: Meditative Wellspring source: - abbr: CRB page_start: 165 @@ -7954,11 +8394,12 @@ feat: descr: You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you. frequency: null has_been_manually_proofread: false + level: 18 + name: Swift River prereqs: - descr: Class Level 18 feat: null requirement: null - name: Swift River source: - abbr: CRB page_start: 165 @@ -7970,11 +8411,12 @@ feat: descr: You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump. frequency: null has_been_manually_proofread: false + level: 20 + name: Enduring Quickness prereqs: - descr: Class Level 20 feat: null requirement: null - name: Enduring Quickness source: - abbr: CRB page_start: 165 @@ -7986,11 +8428,12 @@ feat: descr: You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike). frequency: null has_been_manually_proofread: false + level: 20 + name: Fuse Stance prereqs: - descr: at least two stances feat: null requirement: null - name: Fuse Stance source: - abbr: CRB page_start: 165 @@ -8002,11 +8445,12 @@ feat: descr: You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result. frequency: null has_been_manually_proofread: false + level: 20 + name: Impossible Technique prereqs: - descr: Class Level 20 feat: null requirement: You are not armored or fatigued. - name: Impossible Technique source: - abbr: CRB page_start: 165 @@ -8019,11 +8463,12 @@ feat: descr: You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions on page 214. When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one. frequency: null has_been_manually_proofread: false + level: 1 + name: Animal Companion (Ranger) prereqs: - descr: Class Level 1 feat: null requirement: null - name: Animal Companion (Ranger) source: - abbr: CRB page_start: 171 @@ -8035,11 +8480,12 @@ feat: descr: You have a deep understanding of the crossbow. When you’re wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step (page 279). You must make the attack before the end of your next turn or these benefits are lost. frequency: null has_been_manually_proofread: false + level: 1 + name: Crossbow Ace prereqs: - descr: Class Level 1 feat: null requirement: null - name: Crossbow Ace source: - abbr: CRB page_start: 171 @@ -8051,11 +8497,12 @@ feat: descr: You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. frequency: once per round has_been_manually_proofread: false + level: 1 + name: Hunted Shot prereqs: - descr: Class Level 1 feat: null requirement: You are wielding a ranged weapon with reload 0. - name: Hunted Shot source: - abbr: CRB page_start: 171 @@ -8068,11 +8515,12 @@ feat: descr: You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. frequency: null has_been_manually_proofread: false + level: 1 + name: Monster Hunter prereqs: - descr: Class Level 1 feat: null requirement: null - name: Monster Hunter source: - abbr: CRB page_start: 171 @@ -8084,11 +8532,12 @@ feat: descr: You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. frequency: once per round has_been_manually_proofread: false + level: 1 + name: Twin Takedown prereqs: - descr: Class Level 1 feat: null requirement: You are wielding two melee weapons, each in a different hand. - name: Twin Takedown source: - abbr: CRB page_start: 171 @@ -8101,11 +8550,12 @@ feat: descr: You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical diffcult terrain. If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice. frequency: null has_been_manually_proofread: false + level: 2 + name: Favored Terrain prereqs: - descr: Class Level 2 feat: null requirement: null - name: Favored Terrain source: - abbr: CRB page_start: 171 @@ -8117,11 +8567,11 @@ feat: descr: When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition. frequency: null has_been_manually_proofread: false + name: Hunter’s Aim prereqs: - descr: Class Level 2 feat: null requirement: null - name: Hunter’s Aim source: - abbr: CRB page_start: 172 @@ -8134,11 +8584,12 @@ feat: descr: You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature’s next attack against you. frequency: null has_been_manually_proofread: false + level: 2 + name: Monster Warden prereqs: - descr: 'Feat: Monster Hunter' feat: Monster Hunter requirement: null - name: Monster Warden source: - abbr: CRB page_start: 172 @@ -8150,11 +8601,12 @@ feat: descr: You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. frequency: null has_been_manually_proofread: false + level: 2 + name: Quick Draw prereqs: - descr: Class Level 2 feat: null requirement: null - name: Quick Draw source: - abbr: CRB page_start: 172 @@ -8167,11 +8619,12 @@ feat: descr: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case. frequency: null has_been_manually_proofread: false + level: 2 + name: Wild Empathy prereqs: - descr: Class Level 2 feat: null requirement: null - name: Wild Empathy source: - abbr: CRB page_start: 172 @@ -8183,11 +8636,11 @@ feat: descr: You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. frequency: null has_been_manually_proofread: false + name: Companion’s Cry prereqs: - descr: an animal companion feat: null requirement: null - name: Companion’s Cry source: - abbr: CRB page_start: 172 @@ -8199,11 +8652,12 @@ feat: descr: Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action. frequency: null has_been_manually_proofread: false + level: 4 + name: Disrupt Prey prereqs: - descr: Class Level 4 feat: null requirement: null - name: Disrupt Prey source: - abbr: CRB page_start: 172 @@ -8215,11 +8669,12 @@ feat: descr: Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments. frequency: null has_been_manually_proofread: false + level: 4 + name: Far Shot prereqs: - descr: Class Level 4 feat: null requirement: null - name: Far Shot source: - abbr: CRB page_start: 172 @@ -8231,11 +8686,12 @@ feat: descr: You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy. You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy. frequency: null has_been_manually_proofread: false + level: 4 + name: Favored Enemy prereqs: - descr: Class Level 4 feat: null requirement: null - name: Favored Enemy source: - abbr: CRB page_start: 172 @@ -8247,11 +8703,12 @@ feat: descr: You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload. frequency: null has_been_manually_proofread: false + level: 4 + name: Running Reload prereqs: - descr: Class Level 4 feat: null requirement: null - name: Running Reload source: - abbr: CRB page_start: 172 @@ -8263,11 +8720,11 @@ feat: descr: You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively. frequency: null has_been_manually_proofread: false + name: Scout’s Warning prereqs: - descr: Class Level 4 feat: null requirement: null - name: Scout’s Warning source: - abbr: CRB page_start: 172 @@ -8280,11 +8737,12 @@ feat: descr: You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares (page 589). If your rank is master, you gain 6. If your rank is legendary, you gain 9. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don’t cost you any resources to Craft. frequency: null has_been_manually_proofread: false + level: 4 + name: Snare Specialist prereqs: - descr: 'Feat: Snare Crafting' feat: Snare Crafting requirement: null - name: Snare Specialist source: - abbr: CRB page_start: 172 @@ -8296,11 +8754,12 @@ feat: descr: You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. frequency: null has_been_manually_proofread: false + level: 4 + name: Twin Parry (Ranger) prereqs: - descr: Class Level 4 feat: null requirement: You are wielding two melee weapons, one in each hand. - name: Twin Parry (Ranger) source: - abbr: CRB page_start: 172 @@ -8312,11 +8771,11 @@ feat: descr: Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities (page 214). If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey. frequency: null has_been_manually_proofread: false + name: Mature Animal Companion (Ranger) prereqs: - descr: 'Feat: Animal Companion' feat: Animal Companion (Druid) requirement: null - name: Mature Animal Companion (Ranger) source: - abbr: CRB page_start: 173 @@ -8328,11 +8787,12 @@ feat: descr: You can rig a snare in only moments. You can Craft snares that normally take 1 minute to Craft with 3 Interact actions, even if you haven’t prepared them. frequency: null has_been_manually_proofread: false + level: 6 + name: Quick Snares prereqs: - descr: 'Feat: Snare Specialist' feat: Snare Specialist requirement: null - name: Quick Snares source: - abbr: CRB page_start: 173 @@ -8344,11 +8804,12 @@ feat: descr: Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step. frequency: null has_been_manually_proofread: false + level: 6 + name: Skirmish Strike prereqs: - descr: Class Level 6 feat: null requirement: null - name: Skirmish Strike source: - abbr: CRB page_start: 173 @@ -8362,11 +8823,12 @@ feat: descr: You’ve learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike. frequency: null has_been_manually_proofread: false + level: 6 + name: Snap Shot prereqs: - descr: Class Level 6 feat: null requirement: null - name: Snap Shot source: - abbr: CRB page_start: 173 @@ -8378,11 +8840,12 @@ feat: descr: Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking. If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action. frequency: null has_been_manually_proofread: false + level: 6 + name: Swift Tracker prereqs: - descr: 'Feat: Experienced Tracker' feat: Experienced Tracker requirement: null - name: Swift Tracker source: - abbr: CRB page_start: 173 @@ -8394,11 +8857,12 @@ feat: descr: You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level. frequency: null has_been_manually_proofread: false + level: 8 + name: Deadly Aim prereqs: - descr: 'Feature: weapon specialization' feat: null requirement: null - name: Deadly Aim source: - abbr: CRB page_start: 174 @@ -8411,11 +8875,12 @@ feat: descr: You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching. frequency: null has_been_manually_proofread: false + level: 8 + name: Hazard Finder prereqs: - descr: Class Level 8 feat: null requirement: null - name: Hazard Finder source: - abbr: CRB page_start: 174 @@ -8427,11 +8892,12 @@ feat: descr: Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher. frequency: null has_been_manually_proofread: false + level: 8 + name: Powerful Snares prereqs: - descr: 'Feat: Snare Specialist' feat: Snare Specialist requirement: null - name: Powerful Snares source: - abbr: CRB page_start: 174 @@ -8443,11 +8909,12 @@ feat: descr: You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat. frequency: null has_been_manually_proofread: false + level: 8 + name: Terrain Master prereqs: - descr: 'Feat: Favored Terrain' feat: Favored Terrain requirement: null - name: Terrain Master source: - abbr: CRB page_start: 174 @@ -8459,11 +8926,11 @@ feat: descr: By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait. frequency: null has_been_manually_proofread: false + name: Warden’s Boon prereqs: - descr: Class Level 8 feat: null requirement: null - name: Warden’s Boon source: - abbr: CRB page_start: 174 @@ -8475,11 +8942,12 @@ feat: descr: You alter your appearance to blend in to the wilderness. In natural terrain, you can Sneak even if you’re observed. frequency: null has_been_manually_proofread: false + level: 10 + name: Camouflage prereqs: - descr: master in Stealth feat: null requirement: null - name: Camouflage source: - abbr: CRB page_start: 174 @@ -8491,11 +8959,11 @@ feat: descr: Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214). frequency: null has_been_manually_proofread: false + name: Incredible Companion (Ranger) prereqs: - descr: 'Feat: Mature Animal Compainion (Ranger)' feat: Mature Animal Companion (Ranger) requirement: null - name: Incredible Companion (Ranger) source: - abbr: CRB page_start: 175 @@ -8507,11 +8975,12 @@ feat: descr: You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success. frequency: null has_been_manually_proofread: false + level: 10 + name: Master Monster Hunter prereqs: - descr: 'Feat: Monster Hunter' feat: Monster Hunter requirement: null - name: Master Monster Hunter source: - abbr: CRB page_start: 175 @@ -8523,11 +8992,12 @@ feat: descr: You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty. frequency: null has_been_manually_proofread: false + level: 10 + name: Penetrating Shot prereqs: - descr: Class Level 10 feat: null requirement: You are wielding a ranged weapon. - name: Penetrating Shot source: - abbr: CRB page_start: 175 @@ -8540,11 +9010,12 @@ feat: descr: A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent. frequency: null has_been_manually_proofread: false + level: 10 + name: Twin Riposte prereqs: - descr: Class Level 10 feat: null requirement: You are benefiting from Twin Parry. - name: Twin Riposte source: - abbr: CRB page_start: 175 @@ -8557,11 +9028,11 @@ feat: descr: You can guide your allies to move quietly through the wilderness. When you Sneak during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part. frequency: null has_been_manually_proofread: false + name: Warden’s Step prereqs: - descr: master in Stealth feat: null requirement: null - name: Warden’s Step source: - abbr: CRB page_start: 175 @@ -8573,11 +9044,12 @@ feat: descr: The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed until the start of your next turn. frequency: null has_been_manually_proofread: false + level: 12 + name: Distracting Shot prereqs: - descr: Class Level 12 feat: null requirement: null - name: Distracting Shot source: - abbr: CRB page_start: 175 @@ -8589,11 +9061,12 @@ feat: descr: You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey. frequency: null has_been_manually_proofread: false + level: 12 + name: Double Prey prereqs: - descr: Class Level 12 feat: null requirement: null - name: Double Prey source: - abbr: CRB page_start: 175 @@ -8605,11 +9078,12 @@ feat: descr: You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead. frequency: null has_been_manually_proofread: false + level: 12 + name: Lightning Snares prereqs: - descr: 'Feat: Snare Specialist' feat: Snare Specialist requirement: null - name: Lightning Snares source: - abbr: CRB page_start: 175 @@ -8621,11 +9095,12 @@ feat: descr: 'You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect. Failure: You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice).' frequency: null has_been_manually_proofread: false + level: 12 + name: Second Sting prereqs: - descr: Class Level 12 feat: null requirement: You are wielding two melee weapons, each in a different hand. - name: Second Sting source: - abbr: CRB page_start: 175 @@ -8638,11 +9113,11 @@ feat: descr: You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions. frequency: null has_been_manually_proofread: false + name: Side by Side (Ranger) prereqs: - descr: an animal companion feat: null requirement: null - name: Side by Side (Ranger) source: - abbr: CRB page_start: 175 @@ -8654,11 +9129,12 @@ feat: descr: When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you. frequency: null has_been_manually_proofread: false + level: 14 + name: Sense the Unseen (Ranger) prereqs: - descr: Class Level 14 feat: null requirement: null - name: Sense the Unseen (Ranger) source: - abbr: CRB page_start: 175 @@ -8670,11 +9146,12 @@ feat: descr: Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again. frequency: null has_been_manually_proofread: false + level: 14 + name: Shared Prey prereqs: - descr: 'Feat: Wardens Boon' feat: Warden’s Boon requirement: null - name: Shared Prey source: - abbr: CRB page_start: 175 @@ -8686,11 +9163,12 @@ feat: descr: You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master). frequency: null has_been_manually_proofread: false + level: 14 + name: Stealthy Companion prereqs: - descr: 'Feat: Camouflage' feat: Camouflage requirement: null - name: Stealthy Companion source: - abbr: CRB page_start: 176 @@ -8702,11 +9180,12 @@ feat: descr: You carefully track your prey’s position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon Strike against your hunted prey. You ignore the target’s concealed condition and all cover. frequency: null has_been_manually_proofread: false + level: 14 + name: Targeting Shot prereqs: - descr: 'Feat: Hunters Aim' feat: Hunter’s Aim requirement: null - name: Targeting Shot source: - abbr: CRB page_start: 176 @@ -8720,11 +9199,11 @@ feat: descr: You can convey your prey’s location to your allies, no matter how well hidden it is. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit. frequency: null has_been_manually_proofread: false + name: Warden’s Guidance prereqs: - descr: Class Level 14 feat: null requirement: null - name: Warden’s Guidance source: - abbr: CRB page_start: 176 @@ -8736,11 +9215,12 @@ feat: descr: Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s flat-footed until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s flat-footed until the end of your next turn instead. frequency: null has_been_manually_proofread: false + level: 16 + name: Greater Distracting Shot prereqs: - descr: 'Feat: Distracting Shot' feat: Distracting Shot requirement: null - name: Greater Distracting Shot source: - abbr: CRB page_start: 176 @@ -8752,11 +9232,11 @@ feat: descr: At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from Twin Parry. frequency: null has_been_manually_proofread: false + name: Improved Twin Riposte (Ranger) prereqs: - descr: Class Level 16 feat: null requirement: null - name: Improved Twin Riposte (Ranger) source: - abbr: CRB page_start: 176 @@ -8768,11 +9248,12 @@ feat: descr: Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit. frequency: null has_been_manually_proofread: false + level: 16 + name: Legendary Monster Hunter prereqs: - descr: 'Feat: Master Monster Hunter' feat: Master Monster Hunter requirement: null - name: Legendary Monster Hunter source: - abbr: CRB page_start: 176 @@ -8784,11 +9265,11 @@ feat: descr: Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section on page 214.) frequency: null has_been_manually_proofread: false + name: Specialized Companion (Ranger) prereqs: - descr: 'Feat: Incredible Companion(Ranger)' feat: Incredible Companion (Ranger) requirement: null - name: Specialized Companion (Ranger) source: - abbr: CRB page_start: 176 @@ -8800,11 +9281,12 @@ feat: descr: You can prepare a seemingly impossible number of snares in advance, and you’re ready to spring them on unsuspecting foes. Double the number of prepared snares from Snare Specialist. frequency: null has_been_manually_proofread: false + level: 16 + name: Ubiquitous Snares prereqs: - descr: 'Feat: Snare Specialist' feat: Snare Specialist requirement: null - name: Ubiquitous Snares source: - abbr: CRB page_start: 177 @@ -8816,11 +9298,12 @@ feat: descr: You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. All of these Strikes take the maximum multiple attack penalty, as if you had already made two or more attacks this turn. frequency: null has_been_manually_proofread: false + level: 18 + name: Impossible Flurry prereqs: - descr: Class Level 18 feat: null requirement: You are wielding two melee weapons, each in a different hand. - name: Impossible Flurry source: - abbr: CRB page_start: 177 @@ -8834,11 +9317,12 @@ feat: descr: You’ve learned every possible edge to use against your foes. When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter. frequency: null has_been_manually_proofread: false + level: 18 + name: Manifold Edge prereqs: - descr: 'Feature: masterful hunter' feat: null requirement: null - name: Manifold Edge source: - abbr: CRB page_start: 177 @@ -8850,11 +9334,12 @@ feat: descr: Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit. frequency: null has_been_manually_proofread: false + level: 18 + name: Masterful Companion prereqs: - descr: 'Feat: Animal Companion' feat: Animal Companion (Druid) requirement: null - name: Masterful Companion source: - abbr: CRB page_start: 177 @@ -8866,11 +9351,12 @@ feat: descr: After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends. frequency: null has_been_manually_proofread: false + level: 18 + name: Perfect Shot prereqs: - descr: Class Level 18 feat: null requirement: You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn. - name: Perfect Shot source: - abbr: CRB page_start: 177 @@ -8883,11 +9369,12 @@ feat: descr: You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey. frequency: null has_been_manually_proofread: false + level: 18 + name: Shadow Hunter prereqs: - descr: 'Feat: Camouflage' feat: Camouflage requirement: null - name: Shadow Hunter source: - abbr: CRB page_start: 177 @@ -8899,11 +9386,12 @@ feat: descr: You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey. frequency: null has_been_manually_proofread: false + level: 20 + name: Legendary Shot prereqs: - descr: 'Feat: Far Shot' feat: Far Shot requirement: null - name: Legendary Shot source: - abbr: CRB page_start: 177 @@ -8915,11 +9403,12 @@ feat: descr: Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection, divination, and primal traits if you’re legendary in Nature. frequency: null has_been_manually_proofread: false + level: 20 + name: To the Ends of the Earth prereqs: - descr: legendary in Survival feat: null requirement: null - name: To the Ends of the Earth source: - abbr: CRB page_start: 177 @@ -8931,11 +9420,12 @@ feat: descr: You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies. frequency: null has_been_manually_proofread: false + level: 20 + name: Triple Threat prereqs: - descr: 'Feat: Shared Prey' feat: Shared Prey requirement: null - name: Triple Threat source: - abbr: CRB page_start: 177 @@ -8947,11 +9437,12 @@ feat: descr: You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to. frequency: null has_been_manually_proofread: false + level: 20 + name: Ultimate Skirmisher prereqs: - descr: 'Feature: wild stride' feat: null requirement: null - name: Ultimate Skirmisher source: - abbr: CRB page_start: 177 @@ -8963,11 +9454,12 @@ feat: descr: You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. frequency: null has_been_manually_proofread: false + level: 1 + name: Nimble Dodge prereqs: - descr: Class Level 1 feat: null requirement: You are not encumbered. - name: Nimble Dodge source: - abbr: CRB page_start: 183 @@ -8979,11 +9471,12 @@ feat: descr: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. frequency: null has_been_manually_proofread: false + level: 1 + name: Trap Finder prereqs: - descr: Class Level 1 feat: null requirement: null - name: Trap Finder source: - abbr: CRB page_start: 183 @@ -8995,11 +9488,12 @@ feat: descr: You make a dazzling series of attacks with both weapons, using the first attack to throw your foe offguard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally. frequency: null has_been_manually_proofread: false + level: 1 + name: Twin Feint prereqs: - descr: Class Level 1 feat: null requirement: You are wielding two melee weapons, each in a different hand. - name: Twin Feint source: - abbr: CRB page_start: 183 @@ -9011,11 +9505,11 @@ feat: descr: After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger. frequency: null has_been_manually_proofread: false + name: You’re Next prereqs: - descr: trained in Intimidation feat: null requirement: null - name: You’re Next source: - abbr: CRB page_start: 183 @@ -9030,11 +9524,12 @@ feat: descr: The brutality of your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1. frequency: null has_been_manually_proofread: false + level: 2 + name: Brutal Beating prereqs: - descr: 'Feature: ruffian racket' feat: null requirement: null - name: Brutal Beating source: - abbr: CRB page_start: 183 @@ -9046,11 +9541,12 @@ feat: descr: Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves. frequency: null has_been_manually_proofread: false + level: 2 + name: Distracting Feint prereqs: - descr: 'Feature: scoundrel racket' feat: null requirement: null - name: Distracting Feint source: - abbr: CRB page_start: 183 @@ -9062,11 +9558,12 @@ feat: descr: You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. frequency: null has_been_manually_proofread: false + level: 2 + name: Minor Magic prereqs: - descr: Class Level 2 feat: null requirement: null - name: Minor Magic source: - abbr: CRB page_start: 184 @@ -9078,11 +9575,12 @@ feat: descr: You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 2 + name: Mobility prereqs: - descr: Class Level 2 feat: null requirement: null - name: Mobility source: - abbr: CRB page_start: 184 @@ -9094,11 +9592,12 @@ feat: descr: Interweaving your most powerful attacks in a graceful fiow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn. frequency: null has_been_manually_proofread: false + level: 2 + name: Unbalancing Blow prereqs: - descr: 'Feature: thief racket' feat: null requirement: null - name: Unbalancing Blow source: - abbr: CRB page_start: 184 @@ -9110,11 +9609,12 @@ feat: descr: With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day. frequency: null has_been_manually_proofread: false + level: 4 + name: Battle Assessment prereqs: - descr: Class Level 4 feat: null requirement: null - name: Battle Assessment source: - abbr: CRB page_start: 184 @@ -9127,11 +9627,12 @@ feat: descr: You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks. frequency: null has_been_manually_proofread: false + level: 4 + name: Dread Striker prereqs: - descr: Class Level 4 feat: null requirement: null - name: Dread Striker source: - abbr: CRB page_start: 184 @@ -9143,11 +9644,12 @@ feat: descr: Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target. frequency: null has_been_manually_proofread: false + level: 4 + name: Magical Trickster prereqs: - descr: Class Level 4 feat: null requirement: null - name: Magical Trickster source: - abbr: CRB page_start: 185 @@ -9159,11 +9661,12 @@ feat: descr: 'You apply a poison to the required weapon. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special: During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.' frequency: null has_been_manually_proofread: false + level: 4 + name: Poison Weapon prereqs: - descr: Class Level 4 feat: null requirement: You are wielding a piercing or slashing weapon and have a free hand. - name: Poison Weapon source: - abbr: CRB page_start: 185 @@ -9176,11 +9679,12 @@ feat: descr: You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 4 + name: Reactive Pursuit prereqs: - descr: Class Level 4 feat: null requirement: null - name: Reactive Pursuit source: - abbr: CRB page_start: 185 @@ -9192,11 +9696,12 @@ feat: descr: 'You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold. Critical Success: You deal damage equal to four times your Thievery proficiency bonus. Success: You deal damage equal to double your Thievery proficiency bonus. Critical: Failure Temporarily immune to your Sabotage for 1 day.' frequency: null has_been_manually_proofread: false + level: 4 + name: Sabotage prereqs: - descr: Class Level 4 feat: null requirement: You have a free hand. - name: Sabotage source: - abbr: CRB page_start: 185 @@ -9209,11 +9714,11 @@ feat: descr: You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them. frequency: null has_been_manually_proofread: false + name: Gang Up prereqs: - descr: Class Level 6 feat: null requirement: null - name: Gang Up source: - abbr: CRB page_start: 186 @@ -9225,11 +9730,12 @@ feat: descr: You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain. frequency: null has_been_manually_proofread: false + level: 6 + name: Light Step prereqs: - descr: Class Level 6 feat: null requirement: null - name: Light Step source: - abbr: CRB page_start: 186 @@ -9241,11 +9747,12 @@ feat: descr: After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice. frequency: null has_been_manually_proofread: false + level: 6 + name: Twist the Knife prereqs: - descr: Class Level 6 feat: null requirement: Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. - name: Twist the Knife source: - abbr: CRB page_start: 186 @@ -9257,11 +9764,12 @@ feat: descr: 'You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows. Critical Success: You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice). Success: You prevent the trap from being triggered, or you delay the activation until the end of your next turn (whichever is worse for you; GM’s choice). Failure: No effect. Critical Failure: You’re flat-footed until the start of your next turn.' frequency: null has_been_manually_proofread: false + level: 8 + name: Delay Trap prereqs: - descr: Class Level 8 feat: null requirement: null - name: Delay Trap source: - abbr: CRB page_start: 186 @@ -9273,11 +9781,12 @@ feat: descr: You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll. frequency: null has_been_manually_proofread: false + level: 8 + name: Improved Poison Weapon prereqs: - descr: 'Feat: Poison Weapon' feat: Poison Weapon requirement: null - name: Improved Poison Weapon source: - abbr: CRB page_start: 187 @@ -9289,11 +9798,12 @@ feat: descr: You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. frequency: null has_been_manually_proofread: false + level: 8 + name: Nimble Roll prereqs: - descr: 'Feat: Nimble Dodge' feat: Nimble Dodge requirement: null - name: Nimble Roll source: - abbr: CRB page_start: 187 @@ -9305,11 +9815,12 @@ feat: descr: When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature. frequency: null has_been_manually_proofread: false + level: 8 + name: Opportune Backstab prereqs: - descr: Class Level 8 feat: null requirement: null - name: Opportune Backstab source: - abbr: CRB page_start: 187 @@ -9321,11 +9832,12 @@ feat: descr: You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target. frequency: null has_been_manually_proofread: false + level: 8 + name: Sidestep prereqs: - descr: Class Level 8 feat: null requirement: null - name: Sidestep source: - abbr: CRB page_start: 187 @@ -9337,11 +9849,11 @@ feat: descr: Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed. When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + name: Sly Striker prereqs: - descr: 'Feature: sneak attack' feat: null requirement: null - name: Sly Striker source: - abbr: CRB page_start: 187 @@ -9353,11 +9865,12 @@ feat: descr: 'You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target takes an additional 2d6 precision damage from your attacks. Debilitation: The target becomes flat-footed.' frequency: null has_been_manually_proofread: false + level: 10 + name: Precise Debilitation prereqs: - descr: 'Feature: debilitating strike' feat: null requirement: null - name: Precise Debilitation source: - abbr: CRB page_start: 187 @@ -9369,11 +9882,12 @@ feat: descr: It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail. frequency: null has_been_manually_proofread: false + level: 10 + name: Sneak Savant prereqs: - descr: master in Stealth feat: null requirement: null - name: Sneak Savant source: - abbr: CRB page_start: 187 @@ -9385,11 +9899,12 @@ feat: descr: You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. frequency: null has_been_manually_proofread: false + level: 10 + name: Tactical Debilitations prereqs: - descr: 'Feature: debilitating strike' feat: null requirement: null - name: Tactical Debilitations source: - abbr: CRB page_start: 187 @@ -9401,11 +9916,12 @@ feat: descr: 'The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. Debilitation: The target becomes clumsy 1.' frequency: null has_been_manually_proofread: false + level: 10 + name: Vicious Debilitations prereqs: - descr: 'Feature: debilitating strike' feat: null requirement: null - name: Vicious Debilitations source: - abbr: CRB page_start: 187 @@ -9417,11 +9933,12 @@ feat: descr: 'Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from. Debilitation: The target attempts a Fortitude save against your class DC with the following effects. Critical Success: The target is unaffected. Success: The target is slowed 1 until the end of your next turn. Failure: The target is slowed 2 until the end of your next turn. Critical Failure: The target is paralyzed until the end of your next turn.' frequency: null has_been_manually_proofread: false + level: 12 + name: Critical Debilitations prereqs: - descr: 'Feature: debilitating strike' feat: null requirement: null - name: Critical Debilitations source: - abbr: CRB page_start: 187 @@ -9434,11 +9951,12 @@ feat: descr: You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike. After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright. frequency: null has_been_manually_proofread: false + level: 12 + name: Fantastic Leap prereqs: - descr: Class Level 12 feat: null requirement: null - name: Fantastic Leap source: - abbr: CRB page_start: 188 @@ -9450,11 +9968,12 @@ feat: descr: 'Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects. Success: The target is unaffected. Failure: The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. Critical Failure: As failure, and the target can’t fiy, jump, levitate, or otherwise leave the ground until the end of your next turn.' frequency: null has_been_manually_proofread: false + level: 12 + name: Felling Shot prereqs: - descr: Class Level 12 feat: null requirement: null - name: Felling Shot source: - abbr: CRB page_start: 188 @@ -9466,11 +9985,12 @@ feat: descr: Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction. frequency: null has_been_manually_proofread: false + level: 12 + name: Reactive Interference prereqs: - descr: Class Level 12 feat: null requirement: null - name: Reactive Interference source: - abbr: CRB page_start: 188 @@ -9482,11 +10002,12 @@ feat: descr: Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 12 + name: Spring from the Shadows prereqs: - descr: Class Level 12 feat: null requirement: null - name: Spring from the Shadows source: - abbr: CRB page_start: 188 @@ -9499,11 +10020,12 @@ feat: descr: Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack. frequency: once every 10 minutes has_been_manually_proofread: false + level: 14 + name: Defensive Roll prereqs: - descr: Class Level 14 feat: null requirement: null - name: Defensive Roll source: - abbr: CRB page_start: 188 @@ -9515,11 +10037,12 @@ feat: descr: You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait. frequency: null has_been_manually_proofread: false + level: 14 + name: Instant Opening prereqs: - descr: Class Level 14 feat: null requirement: null - name: Instant Opening source: - abbr: CRB page_start: 188 @@ -9532,11 +10055,12 @@ feat: descr: When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action. frequency: null has_been_manually_proofread: false + level: 14 + name: Leave an Opening prereqs: - descr: Class Level 14 feat: null requirement: null - name: Leave an Opening source: - abbr: CRB page_start: 188 @@ -9548,11 +10072,12 @@ feat: descr: When you look for foes, you can catch even the slightest cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you. frequency: null has_been_manually_proofread: false + level: 14 + name: Sense the Unseen (Rogue) prereqs: - descr: Class Level 14 feat: null requirement: null - name: Sense the Unseen (Rogue) source: - abbr: CRB page_start: 188 @@ -9564,11 +10089,12 @@ feat: descr: Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 20 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn’t reveal you, locate or scrying wouldn’t find you, and so on. frequency: null has_been_manually_proofread: false + level: 16 + name: Blank Slate prereqs: - descr: Class Level 14 feat: null requirement: null - name: Blank Slate source: - abbr: CRB page_start: 188 @@ -9580,11 +10106,12 @@ feat: descr: Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location. frequency: null has_been_manually_proofread: false + level: 16 + name: Cloud Step prereqs: - descr: legendary in Acrobatics feat: null requirement: null - name: Cloud Step source: - abbr: CRB page_start: 188 @@ -9596,11 +10123,12 @@ feat: descr: You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. Special You can use this reaction even if the mental effect is preventing you from using reactions. frequency: null has_been_manually_proofread: false + level: 16 + name: Cognitive Loophole prereqs: - descr: Class Level 16 feat: null requirement: You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw. - name: Cognitive Loophole source: - abbr: CRB page_start: 188 @@ -9612,11 +10140,12 @@ feat: descr: Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to your rogue level, and your counteract check modifier is equal to your class DC – 10. frequency: null has_been_manually_proofread: false + level: 16 + name: Dispelling Slice prereqs: - descr: Class Level 16 feat: null requirement: null - name: Dispelling Slice source: - abbr: CRB page_start: 189 @@ -9628,11 +10157,12 @@ feat: descr: You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again. frequency: null has_been_manually_proofread: false + level: 16 + name: Perfect Distraction prereqs: - descr: legendary in Deception feat: null requirement: null - name: Perfect Distraction source: - abbr: CRB page_start: 189 @@ -9644,11 +10174,12 @@ feat: descr: You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling. frequency: null has_been_manually_proofread: false + level: 18 + name: Implausible Infiltration prereqs: - descr: 'Feat: Quick Squeeze' feat: Quick Squeeze requirement: You are adjacent to a floor or vertical wall. - name: Implausible Infiltration source: - abbr: CRB page_start: 189 @@ -9662,11 +10193,12 @@ feat: descr: You have learned to exploit your enemies’ lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage. frequency: null has_been_manually_proofread: false + level: 18 + name: Powerful Sneak prereqs: - descr: Class Level 18 feat: null requirement: null - name: Powerful Sneak source: - abbr: CRB page_start: 189 @@ -9678,11 +10210,11 @@ feat: descr: Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations. frequency: null has_been_manually_proofread: false + name: Trickster’s Ace prereqs: - descr: Class Level 18 feat: null requirement: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. - name: Trickster’s Ace source: - abbr: CRB page_start: 189 @@ -9695,11 +10227,12 @@ feat: descr: When you put your mind to slipping out of sight, you disappear completely. You become invisible for 1 minute, even if you use a hostile action. Not even glitterdust, see invisibility, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal. frequency: once per hour has_been_manually_proofread: false + level: 20 + name: Hidden Paragon prereqs: - descr: legendary in Stealth feat: null requirement: null - name: Hidden Paragon source: - abbr: CRB page_start: 189 @@ -9711,11 +10244,12 @@ feat: descr: Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t flat-footed. frequency: null has_been_manually_proofread: false + level: 20 + name: Impossible Striker prereqs: - descr: 'Feat: Sly Striker' feat: Sly Striker requirement: null - name: Impossible Striker source: - abbr: CRB page_start: 189 @@ -9727,11 +10261,12 @@ feat: descr: You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect. frequency: null has_been_manually_proofread: false + level: 20 + name: Reactive Distraction prereqs: - descr: 'Feat: Perfect Distraction' feat: Perfect Distraction requirement: You have Perfect Distraction ready to use. - name: Reactive Distraction source: - abbr: CRB page_start: 189 @@ -9745,11 +10280,11 @@ feat: descr: When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult). frequency: null has_been_manually_proofread: false + name: Counterspell (Spontaneous) prereqs: - descr: Class Level 1 feat: null requirement: You have an unexpended spell slot you could use to cast the triggered spell. - name: Counterspell (Spontaneous) source: - abbr: CRB page_start: 198 @@ -9762,11 +10297,12 @@ feat: descr: Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level. frequency: null has_been_manually_proofread: false + level: 1 + name: Dangerous Sorcery prereqs: - descr: Class Level 1 feat: null requirement: null - name: Dangerous Sorcery source: - abbr: CRB page_start: 198 @@ -9778,11 +10314,12 @@ feat: descr: An animal serves you and assists your spellcasting. You gain a familiar (rules for familiars arefound on page 217). frequency: null has_been_manually_proofread: false + level: 1 + name: Familiar (Sorcerer) prereqs: - descr: Class Level 1 feat: null requirement: null - name: Familiar (Sorcerer) source: - abbr: CRB page_start: 198 @@ -9794,11 +10331,12 @@ feat: descr: You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repetoire. frequency: null has_been_manually_proofread: false + level: 2 + name: Cantrip Expansion (Sorcerer) prereqs: - descr: Class Level 2 feat: null requirement: null - name: Cantrip Expansion (Sorcerer) source: - abbr: CRB page_start: 198 @@ -9810,11 +10348,12 @@ feat: descr: You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. frequency: null has_been_manually_proofread: false + level: 2 + name: Enhanced Familiar (Sorcerer) prereqs: - descr: a familiar feat: null requirement: null - name: Enhanced Familiar (Sorcerer) source: - abbr: CRB page_start: 198 @@ -9826,11 +10365,12 @@ feat: descr: Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook. During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day. frequency: null has_been_manually_proofread: false + level: 4 + name: Arcane Evolution prereqs: - descr: bloodline that grants arcane spells feat: null requirement: null - name: Arcane Evolution source: - abbr: CRB page_start: 199 @@ -9843,11 +10383,12 @@ feat: descr: 'You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration: force damage, Conjuration or Transmutation: the same type as the weapon, Divination, Enchantment, or Illusion: mental damage, Evocation: a type the spell dealt, or force damage if the spell didn’t deal damage, Necromancy: negative damage' frequency: once per turn has_been_manually_proofread: false + level: 4 + name: Bespell Weapon prereqs: - descr: Class Level 4 feat: null requirement: Your most recent action was to cast a non-cantrip spell. - name: Bespell Weapon source: - abbr: CRB page_start: 199 @@ -9863,11 +10404,12 @@ feat: descr: The divine might provided by your bloodline fiows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire. frequency: null has_been_manually_proofread: false + level: 4 + name: Divine Evolution prereqs: - descr: bloodline that grants divine spells feat: null requirement: null - name: Divine Evolution source: - abbr: CRB page_start: 199 @@ -9880,11 +10422,12 @@ feat: descr: Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). frequency: null has_been_manually_proofread: false + level: 4 + name: Occult Evolution prereqs: - descr: bloodline that grants occult spells feat: null requirement: null - name: Occult Evolution source: - abbr: CRB page_start: 199 @@ -9897,11 +10440,12 @@ feat: descr: You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants and fungi. You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire. frequency: null has_been_manually_proofread: false + level: 4 + name: Primal Evolution prereqs: - descr: bloodline that grants primal spells feat: null requirement: null - name: Primal Evolution source: - abbr: CRB page_start: 199 @@ -9914,11 +10458,12 @@ feat: descr: You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Bloodline prereqs: - descr: bloodline spell feat: null requirement: null - name: Advanced Bloodline source: - abbr: CRB page_start: 200 @@ -9930,11 +10475,12 @@ feat: descr: You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. frequency: null has_been_manually_proofread: false + level: 6 + name: Steady Spellcasting (Sorcerer) prereqs: - descr: Class Level 6 feat: null requirement: null - name: Steady Spellcasting (Sorcerer) source: - abbr: CRB page_start: 200 @@ -9946,11 +10492,12 @@ feat: descr: Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects. frequency: null has_been_manually_proofread: false + level: 8 + name: Bloodline Resistance prereqs: - descr: Class Level 8 feat: null requirement: null - name: Bloodline Resistance source: - abbr: CRB page_start: 200 @@ -9962,11 +10509,12 @@ feat: descr: Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat. frequency: null has_been_manually_proofread: false + level: 8 + name: Crossblooded Evolution prereqs: - descr: Class Level 8 feat: null requirement: null - name: Crossblooded Evolution source: - abbr: CRB page_start: 200 @@ -9978,11 +10526,12 @@ feat: descr: Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 10 + name: Greater Bloodline prereqs: - descr: bloodline spell feat: null requirement: null - name: Greater Bloodline source: - abbr: CRB page_start: 200 @@ -9994,11 +10543,12 @@ feat: descr: You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. frequency: null has_been_manually_proofread: false + level: 10 + name: Overwhelming Energy (Sorcerer) prereqs: - descr: Class Level 10 feat: null requirement: null - name: Overwhelming Energy (Sorcerer) source: - abbr: CRB page_start: 200 @@ -10012,11 +10562,12 @@ feat: descr: In a mentally strenuous process, you modify the casting of a spell to take less time. If your next action is to cast a Sorcerer cantrip or a Sorcerer spell that is at least 2 levels lower than the highest level Sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). frequency: null has_been_manually_proofread: false + level: 10 + name: Quickened Casting (Sorcerer) prereqs: - descr: Class Level 10 feat: null requirement: null - name: Quickened Casting (Sorcerer) source: - abbr: CRB page_start: 201 @@ -10030,11 +10581,12 @@ feat: descr: Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 12 + name: Bloodline Focus prereqs: - descr: Class Level 12 feat: null requirement: null - name: Bloodline Focus source: - abbr: CRB page_start: 201 @@ -10046,11 +10598,12 @@ feat: descr: You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. Special (Wizard) This feat has the Arcane trait. frequency: null has_been_manually_proofread: false + level: 12 + name: Magic Sense prereqs: - descr: Class Level 12 feat: null requirement: null - name: Magic Sense source: - abbr: CRB page_start: 201 @@ -10065,11 +10618,12 @@ feat: descr: You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe. frequency: null has_been_manually_proofread: false + level: 14 + name: Interweave Dispel prereqs: - descr: dispel magic in your spell repetoire feat: null requirement: null - name: Interweave Dispel source: - abbr: CRB page_start: 201 @@ -10082,11 +10636,12 @@ feat: descr: When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. frequency: null has_been_manually_proofread: false + level: 14 + name: Reflect Spell prereqs: - descr: 'Feat: CounterSpell' feat: Counterspell (Spontaneous) requirement: null - name: Reflect Spell source: - abbr: CRB page_start: 201 @@ -10099,11 +10654,12 @@ feat: descr: Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast. frequency: null has_been_manually_proofread: false + level: 16 + name: Greater Mental Evolution prereqs: - descr: 'Feat: Arcane Evolution or Feat: Occult Evolution' feat: null requirement: null - name: Greater Mental Evolution source: - abbr: CRB page_start: 201 @@ -10116,11 +10672,12 @@ feat: descr: Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. frequency: null has_been_manually_proofread: false + level: 16 + name: Greater Vital Evolution prereqs: - descr: 'Feat: Divine Evolution or Feat: Primal Evolution' feat: null requirement: null - name: Greater Vital Evolution source: - abbr: CRB page_start: 201 @@ -10133,11 +10690,12 @@ feat: descr: Your blood’s power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 18 + name: Bloodline Wellspring prereqs: - descr: 'Feat: Bloodline Focus' feat: Bloodline Focus requirement: null - name: Bloodline Wellspring source: - abbr: CRB page_start: 201 @@ -10149,11 +10707,12 @@ feat: descr: Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same tradition. frequency: null has_been_manually_proofread: false + level: 18 + name: Greater Crossblooded Evolution prereqs: - descr: 'Feat: Crossblooded Evolution' feat: Crossblooded Evolution requirement: null - name: Greater Crossblooded Evolution source: - abbr: CRB page_start: 201 @@ -10165,11 +10724,12 @@ feat: descr: Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the spell’s slot when you cast it. frequency: once per minute has_been_manually_proofread: false + level: 20 + name: Bloodline Conduit prereqs: - descr: Class Level 20 feat: null requirement: null - name: Bloodline Conduit source: - abbr: CRB page_start: 201 @@ -10182,11 +10742,12 @@ feat: descr: You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false + level: 20 + name: Bloodline Perfection prereqs: - descr: 'Feature: bloodline paragon' feat: null requirement: null - name: Bloodline Perfection source: - abbr: CRB page_start: 201 @@ -10198,11 +10759,12 @@ feat: descr: Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions. frequency: null has_been_manually_proofread: false + level: 20 + name: Metamagic Mastery prereqs: - descr: Class Level 20 feat: null requirement: null - name: Metamagic Mastery source: - abbr: CRB page_start: 201 @@ -10215,11 +10777,11 @@ feat: descr: When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). frequency: null has_been_manually_proofread: false + name: Counterspell (Prepared) prereqs: - descr: Class Level 1 feat: null requirement: null - name: Counterspell (Prepared) source: - abbr: CRB page_start: 209 @@ -10233,11 +10795,12 @@ feat: descr: You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry. frequency: null has_been_manually_proofread: false + level: 1 + name: Eschew Materials prereqs: - descr: Class Level 1 feat: null requirement: null - name: Eschew Materials source: - abbr: CRB page_start: 209 @@ -10249,11 +10812,12 @@ feat: descr: You make a pact with creature that serves you and assists your spellcasting. You gain a familiar (page 217). frequency: null has_been_manually_proofread: false + level: 1 + name: Familiar (Wizard) prereqs: - descr: Class Level 1 feat: null requirement: null - name: Familiar (Wizard) source: - abbr: CRB page_start: 209 @@ -10265,11 +10829,12 @@ feat: descr: You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools on page 207 for more information about focus spells. frequency: null has_been_manually_proofread: false + level: 1 + name: Hand of the Apprentice prereqs: - descr: Class Level 1 feat: null requirement: null - name: Hand of the Apprentice source: - abbr: CRB page_start: 209 @@ -10281,11 +10846,12 @@ feat: descr: Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. frequency: null has_been_manually_proofread: false + level: 2 + name: Cantrip Expansion (Wizard) prereqs: - descr: Class Level 2 feat: null requirement: null - name: Cantrip Expansion (Wizard) source: - abbr: CRB page_start: 210 @@ -10297,11 +10863,12 @@ feat: descr: Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. frequency: null has_been_manually_proofread: false + level: 2 + name: Conceal Spell prereqs: - descr: Class Level 2 feat: null requirement: null - name: Conceal Spell source: - abbr: CRB page_start: 210 @@ -10316,11 +10883,12 @@ feat: descr: You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. Special If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis is four. frequency: null has_been_manually_proofread: false + level: 2 + name: Enhanced Familiar (Wizard) prereqs: - descr: a familiar feat: null requirement: null - name: Enhanced Familiar (Wizard) source: - abbr: CRB page_start: 210 @@ -10332,11 +10900,12 @@ feat: descr: You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point. frequency: once per day has_been_manually_proofread: false + level: 4 + name: Linked Focus prereqs: - descr: 'Feature: arcane school' feat: null requirement: null - name: Linked Focus source: - abbr: CRB page_start: 210 @@ -10348,11 +10917,12 @@ feat: descr: You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components. frequency: null has_been_manually_proofread: false + level: 4 + name: Silent Spell prereqs: - descr: 'Feat: Conceal Spell' feat: Conceal Spell requirement: null - name: Silent Spell source: - abbr: CRB page_start: 210 @@ -10366,11 +10936,12 @@ feat: descr: You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. frequency: null has_been_manually_proofread: false + level: 6 + name: Spell Penetration prereqs: - descr: Class Level 6 feat: null requirement: null - name: Spell Penetration source: - abbr: CRB page_start: 210 @@ -10382,11 +10953,12 @@ feat: descr: You gain access to a powerful new school spell depending on your arcane school. If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain life siphon; and if you’re a transmuter, you gain shifting form. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 8 + name: Advanced School Spell prereqs: - descr: 'Feature: arcane school' feat: null requirement: null - name: Advanced School Spell source: - abbr: CRB page_start: 211 @@ -10398,11 +10970,12 @@ feat: descr: By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item. frequency: null has_been_manually_proofread: false + level: 8 + name: Bond Conservation prereqs: - descr: 'Feature: arcane bond' feat: null requirement: The last action you used was Drain Bonded Item. - name: Bond Conservation source: - abbr: CRB page_start: 211 @@ -10416,11 +10989,12 @@ feat: descr: You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false + level: 8 + name: Universal Versatility prereqs: - descr: 'Feat: Hand of the Apprentice' feat: Hand of the Apprentice requirement: null - name: Universal Versatility source: - abbr: CRB page_start: 211 @@ -10432,11 +11006,12 @@ feat: descr: With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. frequency: null has_been_manually_proofread: false + level: 10 + name: Overwhelming Energy (Wizard) prereqs: - descr: Class Level 10 feat: null requirement: null - name: Overwhelming Energy (Wizard) source: - abbr: CRB page_start: 211 @@ -10450,11 +11025,12 @@ feat: descr: In a mentally strenuous process, you modify the casting of a spell to take less time. If your next action is to cast a Wizard cantrip or a Wizard spell that is at least 2 levels lower than the highest level Wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). frequency: null has_been_manually_proofread: false + level: 10 + name: Quickened Casting (Wizard) prereqs: - descr: Class Level 10 feat: null requirement: null - name: Quickened Casting (Wizard) source: - abbr: CRB page_start: 211 @@ -10468,11 +11044,12 @@ feat: descr: During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls. frequency: null has_been_manually_proofread: false + level: 10 + name: Scroll Savant prereqs: - descr: expert in Crafting feat: null requirement: null - name: Scroll Savant source: - abbr: CRB page_start: 211 @@ -10484,11 +11061,12 @@ feat: descr: You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell). Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate. frequency: null has_been_manually_proofread: false + level: 12 + name: Clever Counterspell prereqs: - descr: 'Feat: Quick Recognition' feat: Quick Recognition requirement: null - name: Clever Counterspell source: - abbr: CRB page_start: 211 @@ -10500,11 +11078,12 @@ feat: descr: Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false + level: 14 + name: Bonded Focus prereqs: - descr: 'Feature: arcane bond' feat: null requirement: null - name: Bonded Focus source: - abbr: CRB page_start: 211 @@ -10516,11 +11095,12 @@ feat: descr: When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell. frequency: null has_been_manually_proofread: false + level: 14 + name: Superior Bond prereqs: - descr: 'Feature: arcane bond' feat: null requirement: null - name: Superior Bond source: - abbr: CRB page_start: 212 @@ -10532,11 +11112,12 @@ feat: descr: You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half. You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to. frequency: null has_been_manually_proofread: false + level: 16 + name: Spell Tinker prereqs: - descr: Class Level 16 feat: null requirement: null - name: Spell Tinker source: - abbr: CRB page_start: 212 @@ -10549,11 +11130,12 @@ feat: descr: You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it. frequency: null has_been_manually_proofread: false + level: 18 + name: Infinite Possibilities prereqs: - descr: Class Level 18 feat: null requirement: null - name: Infinite Possibilities source: - abbr: CRB page_start: 212 @@ -10565,11 +11147,12 @@ feat: descr: You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day. If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot. frequency: null has_been_manually_proofread: false + level: 18 + name: Reprepare Spell prereqs: - descr: Class Level 18 feat: null requirement: null - name: Reprepare Spell source: - abbr: CRB page_start: 212 @@ -10581,11 +11164,11 @@ feat: descr: You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false + name: Archwizard’s Might prereqs: - descr: 'Feature: archwizards spellcraft' feat: null requirement: null - name: Archwizard’s Might source: - abbr: CRB page_start: 212 @@ -10597,11 +11180,12 @@ feat: descr: You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot’s level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target. When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells. frequency: null has_been_manually_proofread: false + level: 20 + name: Spell Combination prereqs: - descr: Class Level 20 feat: null requirement: null - name: Spell Combination source: - abbr: CRB page_start: 212 @@ -10613,11 +11197,12 @@ feat: descr: You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. frequency: null has_been_manually_proofread: false + level: 2 + name: Alchemist Dedication prereqs: - descr: Intelligence 14 feat: null requirement: null - name: Alchemist Dedication source: - abbr: CRB page_start: 220 @@ -10631,11 +11216,12 @@ feat: descr: You gain a 1st- or 2nd-level alchemist feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Concoction prereqs: - descr: 'Feat: Alchemist Dedication' feat: Alchemist Dedication requirement: null - name: Basic Concoction source: - abbr: CRB page_start: 220 @@ -10647,11 +11233,12 @@ feat: descr: You gain the Quick Alchemy action. frequency: null has_been_manually_proofread: false + level: 4 + name: Quick Alchemy prereqs: - descr: 'Feat: Alchemist Dedication' feat: Alchemist Dedication requirement: null - name: Quick Alchemy source: - abbr: CRB page_start: 220 @@ -10663,11 +11250,11 @@ feat: descr: You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. frequency: null has_been_manually_proofread: false + name: Advanced Conoction prereqs: - descr: 'Feat: Basic Concoction' feat: Basic Concoction requirement: null - name: Advanced Conoction source: - abbr: CRB page_start: 220 @@ -10679,11 +11266,12 @@ feat: descr: Your advanced alchemy level increases to 3. At 10th level, it increases to 5. frequency: null has_been_manually_proofread: false + level: 6 + name: Expert Alchemy prereqs: - descr: expert in Crafting feat: null requirement: null - name: Expert Alchemy source: - abbr: CRB page_start: 220 @@ -10695,11 +11283,12 @@ feat: descr: Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. frequency: null has_been_manually_proofread: false + level: 12 + name: Mastery Alchemy prereqs: - descr: master in Crafting feat: null requirement: null - name: Mastery Alchemy source: - abbr: CRB page_start: 220 @@ -10711,11 +11300,12 @@ feat: descr: You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the Rage action. frequency: null has_been_manually_proofread: false + level: 2 + name: Barbarian Dedication prereqs: - descr: Constitution 14 feat: null requirement: null - name: Barbarian Dedication source: - abbr: CRB page_start: 221 @@ -10729,11 +11319,12 @@ feat: descr: You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false + level: 4 + name: Barbarian Resiliency prereqs: - descr: class granting no more Hit Points per level than 10 + your constituion modifier feat: null requirement: null - name: Barbarian Resiliency source: - abbr: CRB page_start: 221 @@ -10745,11 +11336,12 @@ feat: descr: You gain a 1st- or 2nd-level barbarian feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Fury prereqs: - descr: 'Feat: Barbarian Dedication' feat: Barbarian Resiliency requirement: null - name: Basic Fury source: - abbr: CRB page_start: 221 @@ -10761,11 +11353,12 @@ feat: descr: You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Fury prereqs: - descr: 'Feat: Basic Fury' feat: Basic Fury requirement: null - name: Advanced Fury source: - abbr: CRB page_start: 221 @@ -10777,11 +11370,12 @@ feat: descr: You gain the instinct ability for the instinct you chose for Barbarian Dedication. frequency: null has_been_manually_proofread: false + level: 6 + name: Instinct Ability prereqs: - descr: 'Feat: Barbarian Dedication' feat: Barbarian Resiliency requirement: null - name: Instinct Ability source: - abbr: CRB page_start: 221 @@ -10793,11 +11387,11 @@ feat: descr: Your proficiency rank in Fortitude saves increases to master. frequency: null has_been_manually_proofread: false + name: Juggernaut’s Fortitude prereqs: - descr: expert in Fortitude saves feat: null requirement: null - name: Juggernaut’s Fortitude source: - abbr: CRB page_start: 221 @@ -10809,11 +11403,12 @@ feat: descr: You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. frequency: null has_been_manually_proofread: false + level: 2 + name: Bard Dedication prereqs: - descr: Charisma 14 feat: null requirement: null - name: Bard Dedication source: - abbr: CRB page_start: 222 @@ -10827,11 +11422,12 @@ feat: descr: You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Bard Spellcasting prereqs: - descr: 'Feat: Bard Dedication' feat: Bard Dedication requirement: null - name: Basic Bard Spellcasting source: - abbr: CRB page_start: 222 @@ -10843,11 +11439,11 @@ feat: descr: You gain a 1st- or 2nd-level bard feat. frequency: null has_been_manually_proofread: false + name: Basic Muse’s Whispers prereqs: - descr: 'Feat: Bard Dedication' feat: Bard Dedication requirement: null - name: Basic Muse’s Whispers source: - abbr: CRB page_start: 222 @@ -10859,11 +11455,11 @@ feat: descr: You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. frequency: null has_been_manually_proofread: false + name: Advanced Muse’s Whispers prereqs: - descr: 'Feat: Basic Muse''s Whispers' feat: Basic Muse’s Whispers requirement: null - name: Advanced Muse’s Whispers source: - abbr: CRB page_start: 222 @@ -10875,11 +11471,12 @@ feat: descr: You gain the counter performance composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse. (For more on composition spells, see page 97.) frequency: null has_been_manually_proofread: false + level: 6 + name: Counter Perform prereqs: - descr: 'Feat: Bard Dedication' feat: Bard Dedication requirement: null - name: Counter Perform source: - abbr: CRB page_start: 222 @@ -10891,11 +11488,12 @@ feat: descr: You gain the inspire courage composition cantrip. frequency: null has_been_manually_proofread: false + level: 8 + name: Inspirational Performance prereqs: - descr: 'Feat: Bard Dedication' feat: Bard Dedication requirement: null - name: Inspirational Performance source: - abbr: CRB page_start: 222 @@ -10907,11 +11505,12 @@ feat: descr: Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell levels. frequency: null has_been_manually_proofread: false + level: 8 + name: Occult Breadth prereqs: - descr: 'Feat: Basic Bard Spellcasting' feat: Basic Bard Spellcasting requirement: null - name: Occult Breadth source: - abbr: CRB page_start: 222 @@ -10923,11 +11522,12 @@ feat: descr: You gain the expert spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 12 + name: Expert Bard Spellcasting prereqs: - descr: master in Occultism feat: null requirement: null - name: Expert Bard Spellcasting source: - abbr: CRB page_start: 222 @@ -10939,11 +11539,12 @@ feat: descr: You gain the master spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 18 + name: Master Bard Spellcasting prereqs: - descr: legendary in Occultism feat: null requirement: null - name: Master Bard Spellcasting source: - abbr: CRB page_start: 222 @@ -10955,13 +11556,14 @@ feat: descr: Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.\n\nYou are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from choice of deity or cause.\n\n**Special** You cannot select another dedication feat until you have gained two other feats from the champion archetype. frequency: null has_been_manually_proofread: false + level: 2 + name: Champion Dedication prereqs: - descr: Charisma 14 feat: null - descr: Strength 14 feat: null requirement: null - name: Champion Dedication source: - abbr: CRB page_start: 223 @@ -10975,11 +11577,12 @@ feat: descr: You gain a 1st- or 2nd-level champion feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Devotion prereqs: - descr: 'Feat: Champion Dedication' feat: Champion Dedication requirement: null - name: Basic Devotion source: - abbr: CRB page_start: 223 @@ -10991,11 +11594,12 @@ feat: descr: You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false + level: 4 + name: Champion Resiliencey prereqs: - descr: class granting no more Hit Points per level than 8 + your Constitution modifier feat: null requirement: null - name: Champion Resiliencey source: - abbr: CRB page_start: 223 @@ -11007,11 +11611,12 @@ feat: descr: You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells, see page 107.) frequency: null has_been_manually_proofread: false + level: 4 + name: Healing Touch prereqs: - descr: 'Feat: Champion Dedication' feat: Champion Dedication requirement: null - name: Healing Touch source: - abbr: CRB page_start: 223 @@ -11023,11 +11628,12 @@ feat: descr: You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Devotion prereqs: - descr: 'Feat: Basic Devotion' feat: Basic Devotion requirement: null - name: Advanced Devotion source: - abbr: CRB page_start: 223 @@ -11039,11 +11645,11 @@ feat: descr: You can use the champion’s reaction associated with your cause. frequency: null has_been_manually_proofread: false + name: Champion’s Reaction prereqs: - descr: 'Feat: Champion Dedication' feat: Champion Dedication requirement: null - name: Champion’s Reaction source: - abbr: CRB page_start: 223 @@ -11055,11 +11661,12 @@ feat: descr: You gain a divine ally of your choice (page 108). frequency: null has_been_manually_proofread: false + level: 6 + name: Divine Ally prereqs: - descr: 'Feat: Champion Dedication' feat: Champion Dedication requirement: null - name: Divine Ally source: - abbr: CRB page_start: 223 @@ -11071,11 +11678,12 @@ feat: descr: Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. frequency: null has_been_manually_proofread: false + level: 14 + name: Diverse Armor Expert prereqs: - descr: expert in unarmored defense or one or more types of armor feat: null requirement: null - name: Diverse Armor Expert source: - abbr: CRB page_start: 223 @@ -11087,11 +11695,12 @@ feat: descr: You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity. frequency: null has_been_manually_proofread: false + level: 2 + name: Cleric Dedication prereqs: - descr: Wisdom 14 feat: null requirement: null - name: Cleric Dedication source: - abbr: CRB page_start: 224 @@ -11105,11 +11714,12 @@ feat: descr: You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate level from the cleric archetype. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Cleric Spellcasting prereqs: - descr: 'Feat: Cleric Dedication' feat: Cleric Dedication requirement: null - name: Basic Cleric Spellcasting source: - abbr: CRB page_start: 224 @@ -11121,11 +11731,12 @@ feat: descr: You gain a 1st- or 2nd-level cleric feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Dogma prereqs: - descr: 'Feat: Cleric Dedication' feat: Cleric Dedication requirement: null - name: Basic Dogma source: - abbr: CRB page_start: 224 @@ -11137,11 +11748,12 @@ feat: descr: You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Dogma prereqs: - descr: 'Feat: Basic Dogma' feat: Basic Dogma requirement: null - name: Advanced Dogma source: - abbr: CRB page_start: 224 @@ -11153,11 +11765,12 @@ feat: descr: You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest spell levels. frequency: null has_been_manually_proofread: false + level: 8 + name: Divine Breadth prereqs: - descr: 'Feat: Basic Cleric Spellcasting' feat: Basic Cleric Spellcasting requirement: null - name: Divine Breadth source: - abbr: CRB page_start: 224 @@ -11169,11 +11782,12 @@ feat: descr: You gain the expert spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 12 + name: Expert Cleric Spellcasting prereqs: - descr: master in Religion feat: null requirement: null - name: Expert Cleric Spellcasting source: - abbr: CRB page_start: 224 @@ -11185,11 +11799,12 @@ feat: descr: You gain the master spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 18 + name: Master Cleric Spellcasting prereqs: - descr: legendary in Religion feat: null requirement: null - name: Master Cleric Spellcasting source: - abbr: CRB page_start: 224 @@ -11201,11 +11816,12 @@ feat: descr: You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic language. frequency: null has_been_manually_proofread: false + level: 2 + name: Druid Dedication prereqs: - descr: Wisdom 14 feat: null requirement: null - name: Druid Dedication source: - abbr: CRB page_start: 225 @@ -11219,11 +11835,12 @@ feat: descr: You gain the basic spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Druid Spellcasting prereqs: - descr: 'Feat: Druid Dedication' feat: null requirement: null - name: Basic Druid Spellcasting source: - abbr: CRB page_start: 225 @@ -11235,11 +11852,12 @@ feat: descr: You gain a 1st- or 2nd-level druid feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Wilding prereqs: - descr: 'Feat: Druid Dedication' feat: null requirement: null - name: Basic Wilding source: - abbr: CRB page_start: 225 @@ -11251,11 +11869,12 @@ feat: descr: You gain the initial order spell from your order. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature. (For more on order spells, see page 131.) frequency: null has_been_manually_proofread: false + level: 4 + name: Order Spell prereqs: - descr: 'Feat: Druid Dedication' feat: null requirement: null - name: Order Spell source: - abbr: CRB page_start: 225 @@ -11267,11 +11886,12 @@ feat: descr: You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Wilding prereqs: - descr: 'Feat: Basic Wilding' feat: Basic Wilding requirement: null - name: Advanced Wilding source: - abbr: CRB page_start: 225 @@ -11283,11 +11903,12 @@ feat: descr: Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest spell levels. frequency: null has_been_manually_proofread: false + level: 8 + name: Primal Breadth prereqs: - descr: 'Feat: Basic Druid Spellcasting' feat: Basic Druid Spellcasting requirement: null - name: Primal Breadth source: - abbr: CRB page_start: 225 @@ -11299,11 +11920,12 @@ feat: descr: You gain the expert spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 12 + name: Expert Druid Spellcasting prereqs: - descr: master in Nature feat: null requirement: null - name: Expert Druid Spellcasting source: - abbr: CRB page_start: 225 @@ -11315,11 +11937,12 @@ feat: descr: You gain the master spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 18 + name: Master Druid Spellcasting prereqs: - descr: legendary in Nature feat: null requirement: null - name: Master Druid Spellcasting source: - abbr: CRB page_start: 225 @@ -11331,11 +11954,12 @@ feat: descr: You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype. frequency: null has_been_manually_proofread: false + level: 2 + name: Fighter Dedication prereqs: - descr: Dexterity 14 feat: null requirement: null - name: Fighter Dedication source: - abbr: CRB page_start: 226 @@ -11349,11 +11973,12 @@ feat: descr: You gain a 1st- or 2nd-level fighter feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Maneuver prereqs: - descr: 'Feat: Fighter Dedication' feat: Fighter Dedication requirement: null - name: Basic Maneuver source: - abbr: CRB page_start: 226 @@ -11365,11 +11990,12 @@ feat: descr: You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false + level: 4 + name: Fighter Resiliency prereqs: - descr: class granting no more Hit Points per level than 8 + your Constitution modifier feat: null requirement: null - name: Fighter Resiliency source: - abbr: CRB page_start: 226 @@ -11381,11 +12007,12 @@ feat: descr: You gain the Attack of Opportunity reaction. frequency: null has_been_manually_proofread: false + level: 4 + name: Opportunist prereqs: - descr: 'Feat: Fighter Dedication' feat: Fighter Dedication requirement: null - name: Opportunist source: - abbr: CRB page_start: 226 @@ -11397,11 +12024,12 @@ feat: descr: You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Maneuver prereqs: - descr: 'Feat: Basic Maneuver' feat: Basic Maneuver requirement: null - name: Advanced Maneuver source: - abbr: CRB page_start: 226 @@ -11413,11 +12041,12 @@ feat: descr: Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. frequency: null has_been_manually_proofread: false + level: 12 + name: Diverse Weapon Expert prereqs: - descr: expert in any kind of weapon or unarmed attack feat: null requirement: null - name: Diverse Weapon Expert source: - abbr: CRB page_start: 226 @@ -11429,11 +12058,12 @@ feat: descr: You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. frequency: null has_been_manually_proofread: false + level: 2 + name: Monk Dedication prereqs: - descr: Dexterity 14 feat: null requirement: null - name: Monk Dedication source: - abbr: CRB page_start: 227 @@ -11447,11 +12077,12 @@ feat: descr: You gain a 1st- or 2nd-level monk feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Kata prereqs: - descr: 'Feat: Monk Dedication' feat: Monk Dedication requirement: null - name: Basic Kata source: - abbr: CRB page_start: 227 @@ -11463,11 +12094,12 @@ feat: descr: You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false + level: 4 + name: Monk Resiliency prereqs: - descr: class granting no more Hit Points per level than 8 + your Constitution modifier feat: null requirement: null - name: Monk Resiliency source: - abbr: CRB page_start: 227 @@ -11479,11 +12111,12 @@ feat: descr: You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Kata prereqs: - descr: 'Feat: Basic Kata' feat: Basic Kata requirement: null - name: Advanced Kata source: - abbr: CRB page_start: 227 @@ -11495,11 +12128,12 @@ feat: descr: You gain a +10-foot status bonus to your Speed when you’re not wearing armor. frequency: null has_been_manually_proofread: false + level: 8 + name: Monk Moves prereqs: - descr: 'Feat: Monk Dedication' feat: Monk Dedication requirement: null - name: Monk Moves source: - abbr: CRB page_start: 227 @@ -11511,11 +12145,11 @@ feat: descr: You gain the Flurry of Blows action. frequency: null has_been_manually_proofread: false + name: Monk’s Flurry prereqs: - descr: 'Feat: Monk Dedication' feat: Monk Dedication requirement: null - name: Monk’s Flurry source: - abbr: CRB page_start: 227 @@ -11529,11 +12163,11 @@ feat: descr: Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. frequency: null has_been_manually_proofread: false + name: Perfection’s Path prereqs: - descr: expert in at least one saving throw feat: null requirement: null - name: Perfection’s Path source: - abbr: CRB page_start: 227 @@ -11545,11 +12179,12 @@ feat: descr: You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action. frequency: null has_been_manually_proofread: false + level: 2 + name: Ranger Dedication prereqs: - descr: Dexterity 14 feat: null requirement: null - name: Ranger Dedication source: - abbr: CRB page_start: 228 @@ -11565,11 +12200,11 @@ feat: descr: You gain a 1st- or 2nd-level ranger feat. frequency: null has_been_manually_proofread: false + name: Basic Hunter’s Trick prereqs: - descr: 'Feat: Ranger Dedication' feat: Ranger Dedication requirement: null - name: Basic Hunter’s Trick source: - abbr: CRB page_start: 228 @@ -11581,11 +12216,12 @@ feat: descr: You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false + level: 4 + name: Ranger Resiliency prereqs: - descr: class granting no more Hit Points per level than 8 + your Constitution modifier feat: null requirement: null - name: Ranger Resiliency source: - abbr: CRB page_start: 228 @@ -11597,11 +12233,11 @@ feat: descr: You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. frequency: null has_been_manually_proofread: false + name: Advanced Hunter’s Trick prereqs: - descr: 'Feat: Basic Hunters Trick' feat: Basic Hunter’s Trick requirement: null - name: Advanced Hunter’s Trick source: - abbr: CRB page_start: 228 @@ -11613,11 +12249,12 @@ feat: descr: Your proficiency rank in Perception increases to master. frequency: null has_been_manually_proofread: false + level: 12 + name: Master Spotter prereqs: - descr: expert in Perception feat: null requirement: null - name: Master Spotter source: - abbr: CRB page_start: 228 @@ -11629,11 +12266,12 @@ feat: descr: You gain a skill feat and the rogue’s surprise attack class feature (page 181). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. frequency: null has_been_manually_proofread: false + level: 2 + name: Rogue Dedication prereqs: - descr: Dexterity 14 feat: null requirement: null - name: Rogue Dedication source: - abbr: CRB page_start: 229 @@ -11647,11 +12285,12 @@ feat: descr: You gain a 1st- or 2nd-level rogue feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Trickery prereqs: - descr: 'Feat: Rogue Dedication' feat: Rogue Dedication requirement: null - name: Basic Trickery source: - abbr: CRB page_start: 229 @@ -11663,11 +12302,12 @@ feat: descr: You gain the sneak attack class feature (page 181), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels. frequency: null has_been_manually_proofread: false + level: 4 + name: Sneak Attacker prereqs: - descr: 'Feat: Rogue Dedication' feat: Rogue Dedication requirement: null - name: Sneak Attacker source: - abbr: CRB page_start: 229 @@ -11679,11 +12319,12 @@ feat: descr: You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Trickery prereqs: - descr: 'Feat: Basic Trickery' feat: Basic Trickery requirement: null - name: Advanced Trickery source: - abbr: CRB page_start: 229 @@ -11695,11 +12336,12 @@ feat: descr: Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. frequency: null has_been_manually_proofread: false + level: 8 + name: Skill Mastery prereqs: - descr: trained in at least one skill and expert in at least one skill feat: null requirement: null - name: Skill Mastery source: - abbr: CRB page_start: 229 @@ -11711,11 +12353,12 @@ feat: descr: You gain the deny advantage class feature (page 181). frequency: null has_been_manually_proofread: false + level: 10 + name: Uncanny Dodge prereqs: - descr: 'Feat: Rogue Dedication' feat: Rogue Dedication requirement: null - name: Uncanny Dodge source: - abbr: CRB page_start: 229 @@ -11727,11 +12370,12 @@ feat: descr: Your proficiency rank for Reflex saves increases to master. frequency: null has_been_manually_proofread: false + level: 12 + name: Evasiveness prereqs: - descr: expert in Reflex saves feat: null requirement: null - name: Evasiveness source: - abbr: CRB page_start: 229 @@ -11743,11 +12387,12 @@ feat: descr: Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline. frequency: null has_been_manually_proofread: false + level: 2 + name: Sorcerer Dedication prereqs: - descr: Charisma 14 feat: null requirement: null - name: Sorcerer Dedication source: - abbr: CRB page_start: 230 @@ -11761,11 +12406,12 @@ feat: descr: 'You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.' frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Sorcerer Spellcasting prereqs: - descr: 'Feat: Sorcerer Dedication' feat: Sorcerer Dedication requirement: null - name: Basic Sorcerer Spellcasting source: - abbr: CRB page_start: 230 @@ -11777,11 +12423,12 @@ feat: descr: You gain a 1st- or 2nd-level sorcerer feat. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Blood Potency prereqs: - descr: 'Feat: Sorcerer Dedication' feat: Sorcerer Dedication requirement: null - name: Basic Blood Potency source: - abbr: CRB page_start: 230 @@ -11793,11 +12440,12 @@ feat: descr: You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort. (For more on bloodline spells, see page 194.) frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Bloodline Spell prereqs: - descr: 'Feat: Sorcerer Dedication' feat: Sorcerer Dedication requirement: null - name: Basic Bloodline Spell source: - abbr: CRB page_start: 230 @@ -11809,11 +12457,12 @@ feat: descr: You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Blood Potency prereqs: - descr: 'Feat: Basic Blood Potency' feat: Basic Blood Potency requirement: null - name: Advanced Blood Potency source: - abbr: CRB page_start: 230 @@ -11825,11 +12474,12 @@ feat: descr: Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell levels. frequency: null has_been_manually_proofread: false + level: 8 + name: Bloodline Breadth prereqs: - descr: 'Feat: Basic Sorcerer Spellcasting' feat: Basic Sorcerer Spellcasting requirement: null - name: Bloodline Breadth source: - abbr: CRB page_start: 230 @@ -11841,11 +12491,12 @@ feat: descr: You gain the expert spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 12 + name: Expert Sorcerer Spellcasting prereqs: - descr: master in Arcana, Nature, Occultism, Religion, depending on bloodline feat: null requirement: null - name: Expert Sorcerer Spellcasting source: - abbr: CRB page_start: 230 @@ -11857,11 +12508,12 @@ feat: descr: You gain the master spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 18 + name: Master Sorcerer Spellcasting prereqs: - descr: legendary in Arcana, Nature, Occultism, Religion, depending on bloodline feat: null requirement: null - name: Master Sorcerer Spellcasting source: - abbr: CRB page_start: 230 @@ -11873,11 +12525,12 @@ feat: descr: You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. frequency: null has_been_manually_proofread: false + level: 2 + name: Wizard Dedication prereqs: - descr: Intelligence 14 feat: null requirement: null - name: Wizard Dedication source: - abbr: CRB page_start: 231 @@ -11891,11 +12544,12 @@ feat: descr: Select one arcane school of magic. You gain the school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying. (For more on arcane schools, see page 204.) frequency: null has_been_manually_proofread: false + level: 4 + name: Arcane School Spell prereqs: - descr: 'Feat: Wizard Dedication' feat: Wizard Dedication requirement: null - name: Arcane School Spell source: - abbr: CRB page_start: 231 @@ -11907,11 +12561,12 @@ feat: descr: You gain a 1st- or 2nd-level wizard feat of your choice. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Arcana prereqs: - descr: 'Feat: Wizard Dedication' feat: Wizard Dedication requirement: null - name: Basic Arcana source: - abbr: CRB page_start: 231 @@ -11923,11 +12578,12 @@ feat: descr: You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. frequency: null has_been_manually_proofread: false + level: 4 + name: Basic Wizard Spellcasting prereqs: - descr: 'Feat: Wizard Dedication' feat: Wizard Dedication requirement: null - name: Basic Wizard Spellcasting source: - abbr: CRB page_start: 231 @@ -11939,11 +12595,12 @@ feat: descr: You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. frequency: null has_been_manually_proofread: false + level: 6 + name: Advanced Arcana prereqs: - descr: 'Feat: Basic Arcana' feat: Basic Arcana requirement: null - name: Advanced Arcana source: - abbr: CRB page_start: 231 @@ -11955,11 +12612,12 @@ feat: descr: You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest spell levels. frequency: null has_been_manually_proofread: false + level: 8 + name: Arcane Breadth prereqs: - descr: 'Feat: Basic Wizard Spellcasting' feat: Basic Wizard Spellcasting requirement: null - name: Arcane Breadth source: - abbr: CRB page_start: 231 @@ -11971,11 +12629,12 @@ feat: descr: You gain the expert spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 12 + name: Expert Wizard Spellcasting prereqs: - descr: master in Arcana feat: null requirement: null - name: Expert Wizard Spellcasting source: - abbr: CRB page_start: 231 @@ -11987,11 +12646,12 @@ feat: descr: You gain the master spellcasting benefits. frequency: null has_been_manually_proofread: false + level: 18 + name: Master Wizard Spellcasting prereqs: - descr: 'Feat: legendary in Arcana' feat: null requirement: null - name: Master Wizard Spellcasting source: - abbr: CRB page_start: 231 @@ -12003,11 +12663,12 @@ feat: descr: Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. frequency: null has_been_manually_proofread: false + level: 1 + name: Additional Lore prereqs: - descr: trained in Lore feat: null requirement: null - name: Additional Lore source: - abbr: CRB page_start: 258 @@ -12020,11 +12681,12 @@ feat: descr: You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. frequency: null has_been_manually_proofread: false + level: 1 + name: Adopted Ancestry prereqs: - descr: Class Level 1 feat: null requirement: null - name: Adopted Ancestry source: - abbr: CRB page_start: 258 @@ -12036,11 +12698,12 @@ feat: descr: 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. frequency: null has_been_manually_proofread: false + level: 1 + name: Alchemical Crafting prereqs: - descr: trained in Crafting feat: null requirement: null - name: Alchemical Crafting source: - abbr: CRB page_start: 258 @@ -12053,11 +12716,12 @@ feat: descr: Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. frequency: null has_been_manually_proofread: false + level: 3 + name: Ancestral Paragon prereqs: - descr: 'Class Level 3 ' feat: null requirement: null - name: Ancestral Paragon source: - abbr: CRB page_start: 258 @@ -12069,11 +12733,12 @@ feat: descr: Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level. frequency: null has_been_manually_proofread: false + level: 1 + name: Arcane Sense prereqs: - descr: trained in Arcana feat: null requirement: null - name: Arcane Sense source: - abbr: CRB page_start: 258 @@ -12086,11 +12751,12 @@ feat: descr: You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. frequency: null has_been_manually_proofread: false + level: 1 + name: Armor Proficiency prereqs: - descr: Class Level 1 feat: null requirement: null - name: Armor Proficiency source: - abbr: CRB page_start: 258 @@ -12102,11 +12768,12 @@ feat: descr: Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). frequency: null has_been_manually_proofread: false + level: 1 + name: Assurance prereqs: - descr: trained in at least one skill feat: null requirement: null - name: Assurance source: - abbr: CRB page_start: 258 @@ -12120,11 +12787,12 @@ feat: descr: You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check. frequency: null has_been_manually_proofread: false + level: 2 + name: Automatic Knowledge prereqs: - descr: Assurance in that skill feat: null requirement: null - name: Automatic Knowledge source: - abbr: CRB page_start: 258 @@ -12137,11 +12805,12 @@ feat: descr: You can Earn Income (page 236) using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp. frequency: null has_been_manually_proofread: false + level: 1 + name: Bargain Hunter prereqs: - descr: trained in Diplomacy feat: null requirement: null - name: Bargain Hunter source: - abbr: CRB page_start: 258 @@ -12154,11 +12823,12 @@ feat: descr: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll. frequency: null has_been_manually_proofread: false + level: 7 + name: Battle Cry prereqs: - descr: master in Intimidation feat: null requirement: null - name: Battle Cry source: - abbr: CRB page_start: 258 @@ -12171,11 +12841,12 @@ feat: descr: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. frequency: null has_been_manually_proofread: false + level: 1 + name: Battle Medicine prereqs: - descr: trained in Medicine feat: null requirement: null - name: Battle Medicine source: - abbr: CRB page_start: 258 @@ -12190,11 +12861,12 @@ feat: descr: You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5. frequency: null has_been_manually_proofread: false + level: 7 + name: Bizarre Magic prereqs: - descr: master in Occultism feat: null requirement: null - name: Bizarre Magic source: - abbr: CRB page_start: 258 @@ -12207,11 +12879,12 @@ feat: descr: You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal). After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal on page 249. Bonding with a new animal ends any previous bond you had. You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar). frequency: null has_been_manually_proofread: false + level: 2 + name: Bonded Animal prereqs: - descr: expert in Nature feat: null requirement: null - name: Bonded Animal source: - abbr: CRB page_start: 259 @@ -12225,11 +12898,12 @@ feat: descr: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. frequency: null has_been_manually_proofread: false + level: 1 + name: Breath Control prereqs: - descr: Class Level 1 feat: null requirement: null - name: Breath Control source: - abbr: CRB page_start: 259 @@ -12241,11 +12915,12 @@ feat: descr: 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. frequency: null has_been_manually_proofread: false + level: 1 + name: Canny Acumen prereqs: - descr: Class Level 1 feat: null requirement: null - name: Canny Acumen source: - abbr: CRB page_start: 259 @@ -12257,11 +12932,12 @@ feat: descr: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. frequency: null has_been_manually_proofread: false + level: 1 + name: Cat Fall prereqs: - descr: trained in Acrobatics feat: null requirement: null - name: Cat Fall source: - abbr: CRB page_start: 259 @@ -12274,11 +12950,12 @@ feat: descr: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’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’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’t achieve. frequency: null has_been_manually_proofread: false + level: 1 + name: Charming Liar prereqs: - descr: trained in Deception feat: null requirement: null - name: Charming Liar source: - abbr: CRB page_start: 259 @@ -12291,11 +12968,12 @@ feat: descr: Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance. When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump. frequency: null has_been_manually_proofread: false + level: 15 + name: Cloud Jump prereqs: - descr: legendary in Athletics feat: null requirement: null - name: Cloud Jump source: - abbr: CRB page_start: 260 @@ -12308,11 +12986,12 @@ feat: descr: Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. frequency: null has_been_manually_proofread: false + level: 1 + name: Combat Climber prereqs: - descr: trained in Athletics feat: null requirement: null - name: Combat Climber source: - abbr: CRB page_start: 260 @@ -12325,11 +13004,12 @@ feat: descr: Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all. frequency: null has_been_manually_proofread: false + level: 2 + name: Confabulator prereqs: - descr: expert in Deception feat: null requirement: null - name: Confabulator source: - abbr: CRB page_start: 260 @@ -12342,11 +13022,12 @@ feat: descr: You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence. frequency: null has_been_manually_proofread: false + level: 2 + name: Connections prereqs: - descr: 'Feat: Courtly Graces' feat: Courtly Graces requirement: null - name: Connections source: - abbr: CRB page_start: 260 @@ -12359,11 +13040,12 @@ feat: descr: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives. frequency: null has_been_manually_proofread: false + level: 2 + name: Continual Recovery prereqs: - descr: expert in Medicine feat: null requirement: null - name: Continual Recovery source: - abbr: CRB page_start: 260 @@ -12376,11 +13058,12 @@ feat: descr: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary. frequency: null has_been_manually_proofread: false + level: 1 + name: Courtly Graces prereqs: - descr: trained in Society feat: null requirement: null - name: Courtly Graces source: - abbr: CRB page_start: 260 @@ -12393,11 +13076,12 @@ feat: descr: You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement. frequency: null has_been_manually_proofread: false + level: 15 + name: Craft Anything prereqs: - descr: legendary in Crafting feat: null requirement: null - name: Craft Anything source: - abbr: CRB page_start: 260 @@ -12410,11 +13094,12 @@ feat: descr: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. frequency: null has_been_manually_proofread: false + level: 1 + name: Diehard prereqs: - descr: Class Level 1 feat: null requirement: null - name: Diehard source: - abbr: CRB page_start: 260 @@ -12426,11 +13111,12 @@ feat: descr: You’re so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem. frequency: null has_been_manually_proofread: false + level: 15 + name: Divine Guidance prereqs: - descr: legendary in Religion feat: null requirement: null - name: Divine Guidance source: - abbr: CRB page_start: 260 @@ -12443,11 +13129,12 @@ feat: descr: You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. frequency: null has_been_manually_proofread: false + level: 1 + name: Dubious Knowledge prereqs: - descr: trained in a skill with the Recall Knowledge action feat: null requirement: null - name: Dubious Knowledge source: - abbr: CRB page_start: 260 @@ -12460,11 +13147,12 @@ feat: descr: You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly. frequency: null has_been_manually_proofread: false + level: 7 + name: Expeditious Search prereqs: - descr: master in Perception feat: null requirement: null - name: Expeditious Search source: - abbr: CRB page_start: 260 @@ -12476,11 +13164,12 @@ feat: descr: You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. frequency: null has_been_manually_proofread: false + level: 1 + name: Experienced Professional prereqs: - descr: trained in Lore feat: null requirement: null - name: Experienced Professional source: - abbr: CRB page_start: 261 @@ -12493,11 +13182,12 @@ feat: descr: 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 have 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’re a master in Stealth, the GM uses the number rolled or 15, and if you’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. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income. frequency: null has_been_manually_proofread: false + level: 1 + name: Experienced Smuggler prereqs: - descr: trained in Stealth feat: null requirement: null - name: Experienced Smuggler source: - abbr: CRB page_start: 261 @@ -12510,11 +13200,12 @@ feat: descr: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. frequency: null has_been_manually_proofread: false + level: 1 + name: Experienced Tracker prereqs: - descr: trained in Survival feat: null requirement: null - name: Experienced Tracker source: - abbr: CRB page_start: 261 @@ -12527,11 +13218,12 @@ feat: descr: When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time. frequency: null has_been_manually_proofread: false + level: 1 + name: Fascinating Performance prereqs: - descr: 'Feat: trained in Performance' feat: null requirement: null - name: Fascinating Performance source: - abbr: CRB page_start: 261 @@ -12544,11 +13236,12 @@ feat: descr: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1. frequency: null has_been_manually_proofread: false + level: 1 + name: Fast Recovery prereqs: - descr: Constitution 14 feat: null requirement: null - name: Fast Recovery source: - abbr: CRB page_start: 261 @@ -12560,11 +13253,12 @@ feat: descr: You step carefully and quickly. You can Step into difficult terrain. frequency: null has_been_manually_proofread: false + level: 1 + name: Feather Step prereqs: - descr: Dexterity 14 feat: null requirement: null - name: Feather Step source: - abbr: CRB page_start: 261 @@ -12576,11 +13270,12 @@ feat: descr: You move more quickly on foot. Your Speed increases by 5 feet. frequency: null has_been_manually_proofread: false + level: 1 + name: Fleet prereqs: - descr: Class Level 1 feat: null requirement: null - name: Fleet source: - abbr: CRB page_start: 261 @@ -12592,11 +13287,12 @@ feat: descr: You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465). frequency: null has_been_manually_proofread: false + level: 7 + name: Foil Senses prereqs: - descr: master in Stealth feat: null requirement: null - name: Foil Senses source: - abbr: CRB page_start: 261 @@ -12609,11 +13305,12 @@ feat: descr: '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 creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. ' frequency: null has_been_manually_proofread: false + level: 1 + name: Forager prereqs: - descr: trained in Survival feat: null requirement: null - name: Forager source: - abbr: CRB page_start: 261 @@ -12626,11 +13323,12 @@ feat: descr: First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a -5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. frequency: null has_been_manually_proofread: false + level: 2 + name: Glad-Hand prereqs: - descr: expert in Diplomacy feat: null requirement: null - name: Glad-Hand source: - abbr: CRB page_start: 261 @@ -12643,11 +13341,12 @@ feat: descr: When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’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 four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. frequency: null has_been_manually_proofread: false + level: 1 + name: Group Coercion prereqs: - descr: trained in Intimidation feat: null requirement: null - name: Group Coercion source: - abbr: CRB page_start: 262 @@ -12660,11 +13359,12 @@ feat: descr: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. frequency: null has_been_manually_proofread: false + level: 1 + name: Group Impression prereqs: - descr: trained in Diplomacy feat: null requirement: null - name: Group Impression source: - abbr: CRB page_start: 262 @@ -12677,11 +13377,12 @@ feat: descr: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. frequency: null has_been_manually_proofread: false + level: 1 + name: Hefty Hauler prereqs: - descr: trained in Athletics feat: null requirement: null - name: Hefty Hauler source: - abbr: CRB page_start: 262 @@ -12694,11 +13395,12 @@ feat: descr: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. frequency: null has_been_manually_proofread: false + level: 1 + name: Hobnobber prereqs: - descr: trained in Diplomacy feat: null requirement: null - name: Hobnobber source: - abbr: CRB page_start: 262 @@ -12711,11 +13413,12 @@ feat: descr: You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead. frequency: null has_been_manually_proofread: false + level: 7 + name: Impeccable Crafter prereqs: - descr: 'Feat: Specialty Crafting' feat: Specialty Crafting requirement: null - name: Impeccable Crafter source: - abbr: CRB page_start: 262 @@ -12728,11 +13431,12 @@ feat: descr: Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. frequency: null has_been_manually_proofread: false + level: 1 + name: Impressive Performance prereqs: - descr: 'Feat: trained in Performance' feat: null requirement: null - name: Impressive Performance source: - abbr: CRB page_start: 262 @@ -12745,11 +13449,12 @@ feat: descr: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. frequency: null has_been_manually_proofread: false + level: 1 + name: Incredible Initiative prereqs: - descr: Class Level 1 feat: null requirement: null - name: Incredible Initiative source: - abbr: CRB page_start: 262 @@ -12761,11 +13466,12 @@ feat: descr: You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12. frequency: null has_been_manually_proofread: false + level: 11 + name: Incredible Investiture prereqs: - descr: Charisma 16 feat: null requirement: null - name: Incredible Investiture source: - abbr: CRB page_start: 262 @@ -12777,11 +13483,12 @@ feat: descr: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. frequency: null has_been_manually_proofread: false + level: 1 + name: Intimidating Glare prereqs: - descr: trained in Intimidation feat: null requirement: null - name: Intimidating Glare source: - abbr: CRB page_start: 262 @@ -12794,11 +13501,12 @@ feat: descr: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2. frequency: null has_been_manually_proofread: false + level: 2 + name: Intimidating Prowess prereqs: - descr: expert in Intimidation feat: null requirement: null - name: Intimidating Prowess source: - abbr: CRB page_start: 262 @@ -12811,11 +13519,12 @@ feat: descr: 'You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.' frequency: null has_been_manually_proofread: false + level: 7 + name: Inventor prereqs: - descr: master in Crafting feat: null requirement: null - name: Inventor source: - abbr: CRB page_start: 262 @@ -12829,11 +13538,12 @@ feat: descr: You stand up. This movement doesn’t trigger reactions. frequency: null has_been_manually_proofread: false + level: 7 + name: Kip Up prereqs: - descr: master in Acrobatics feat: null requirement: null - name: Kip Up source: - abbr: CRB page_start: 262 @@ -12846,11 +13556,12 @@ feat: descr: When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month. frequency: null has_been_manually_proofread: false + level: 2 + name: Lasting Coercion prereqs: - descr: expert in Intimidation feat: null requirement: null - name: Lasting Coercion source: - abbr: CRB page_start: 262 @@ -12863,11 +13574,12 @@ feat: descr: Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Codebreaker prereqs: - descr: legendary in Society feat: null requirement: null - name: Legendary Codebreaker source: - abbr: CRB page_start: 262 @@ -12880,11 +13592,12 @@ feat: descr: You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know —by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on). frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Linguist prereqs: - descr: 'Feat: Multilingual' feat: Multilingual requirement: null - name: Legendary Linguist source: - abbr: CRB page_start: 263 @@ -12896,11 +13609,12 @@ feat: descr: You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Medic prereqs: - descr: legendary in Medicine feat: null requirement: null - name: Legendary Medic source: - abbr: CRB page_start: 263 @@ -12912,11 +13626,12 @@ feat: descr: You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Negotiation prereqs: - descr: legendary in Diplomacy feat: null requirement: null - name: Legendary Negotiation source: - abbr: CRB page_start: 263 @@ -12929,11 +13644,12 @@ feat: descr: Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Performer prereqs: - descr: 'Feat: Virtuosic Performer' feat: Virtuosic Performer requirement: null - name: Legendary Performer source: - abbr: CRB page_start: 263 @@ -12946,11 +13662,12 @@ feat: descr: Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Professional prereqs: - descr: legendary in Lore feat: null requirement: null - name: Legendary Professional source: - abbr: CRB page_start: 263 @@ -12963,11 +13680,12 @@ feat: descr: You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. See page 479 for more information about exploration tactics. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Sneak prereqs: - descr: 'Feat: Swift Sneak' feat: Swift Sneak requirement: null - name: Legendary Sneak source: - abbr: CRB page_start: 263 @@ -12980,11 +13698,12 @@ feat: descr: You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Survivalist prereqs: - descr: legendary in Survival feat: null requirement: null - name: Legendary Survivalist source: - abbr: CRB page_start: 263 @@ -12997,11 +13716,12 @@ feat: descr: Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty to your Thievery check. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it. frequency: null has_been_manually_proofread: false + level: 15 + name: Legendary Thief prereqs: - descr: 'Feat: Pickpocket' feat: Pickpocket requirement: null - name: Legendary Thief source: - abbr: CRB page_start: 263 @@ -13014,11 +13734,12 @@ feat: descr: When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round). frequency: null has_been_manually_proofread: false + level: 1 + name: Lengthy Diversion prereqs: &id001 - descr: trained in Deception feat: null requirement: null - name: Lengthy Diversion source: - abbr: CRB page_start: 263 @@ -13031,26 +13752,27 @@ feat: descr: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech. frequency: null has_been_manually_proofread: false + name: Lie To Me prereqs: *id001 requirement: null - name: Lie To Me source: - abbr: CRB page_start: 263 page_stop: 263 traits: - - General - - Skill + - General + - Skill trigger: null - action: null descr: You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. frequency: null has_been_manually_proofread: false + level: 2 + name: Magical Crafting prereqs: - descr: trained in Deception feat: null requirement: null - name: Magical Crafting source: - abbr: CRB page_start: 263 @@ -13063,11 +13785,12 @@ feat: descr: Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. frequency: null has_been_manually_proofread: false + level: 2 + name: Magical Shorthand prereqs: - descr: expert in Arcana. Nature, Occultism, or Religion feat: null requirement: null - name: Magical Shorthand source: - abbr: CRB page_start: 264 @@ -13080,11 +13803,12 @@ feat: descr: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. frequency: null has_been_manually_proofread: false + level: 1 + name: Multilingual prereqs: - descr: trained in Society feat: null requirement: null - name: Multilingual source: - abbr: CRB page_start: 264 @@ -13097,11 +13821,12 @@ feat: descr: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. frequency: null has_been_manually_proofread: false + level: 1 + name: Natural Medicine prereqs: - descr: trained in Nature feat: null requirement: null - name: Natural Medicine source: - abbr: CRB page_start: 264 @@ -13114,11 +13839,12 @@ feat: descr: You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone. frequency: null has_been_manually_proofread: false + level: 2 + name: Nimble Crawl prereqs: - descr: expert in Acrobatics feat: null requirement: null - name: Nimble Crawl source: - abbr: CRB page_start: 264 @@ -13131,11 +13857,12 @@ feat: descr: You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits. frequency: null has_been_manually_proofread: false + level: 1 + name: Oddity Identification prereqs: - descr: trained in Occultism feat: null requirement: null - name: Oddity Identification source: - abbr: CRB page_start: 264 @@ -13148,11 +13875,12 @@ feat: descr: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. frequency: null has_been_manually_proofread: false + level: 1 + name: Pickpocket prereqs: - descr: trained in Thievery feat: null requirement: null - name: Pickpocket source: - abbr: CRB page_start: 264 @@ -13165,11 +13893,12 @@ feat: descr: You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion. frequency: null has_been_manually_proofread: false + level: 7 + name: Planar Survival prereqs: - descr: master in Survival feat: null requirement: null - name: Planar Survival source: - abbr: CRB page_start: 264 @@ -13182,11 +13911,12 @@ feat: descr: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet. frequency: null has_been_manually_proofread: false + level: 2 + name: Powerful Leap prereqs: - descr: expert in Athletics feat: null requirement: null - name: Powerful Leap source: - abbr: CRB page_start: 264 @@ -13199,11 +13929,12 @@ feat: descr: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed. frequency: null has_been_manually_proofread: false + level: 7 + name: Quick Climber prereqs: - descr: master in Athletics feat: null requirement: null - name: Quick Climber source: - abbr: CRB page_start: 264 @@ -13216,11 +13947,12 @@ feat: descr: You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation. frequency: null has_been_manually_proofread: false + level: 1 + name: Quick Coercion prereqs: - descr: trained in Intimidation feat: null requirement: null - name: Quick Coercion source: - abbr: CRB page_start: 264 @@ -13233,11 +13965,12 @@ feat: descr: You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity. frequency: null has_been_manually_proofread: false + level: 2 + name: Quick Disguise prereqs: - descr: expert in Deception feat: null requirement: null - name: Quick Disguise source: - abbr: CRB page_start: 264 @@ -13250,11 +13983,12 @@ feat: descr: You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action. frequency: null has_been_manually_proofread: false + level: 1 + name: Quick Identification prereqs: - descr: trained in Arcana, Nature, Occultism, or Religion feat: null requirement: null - name: Quick Identification source: - abbr: CRB page_start: 264 @@ -13267,11 +14001,12 @@ feat: descr: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). frequency: null has_been_manually_proofread: false + level: 1 + name: Quick Jump prereqs: - descr: trained in Athletics feat: null requirement: null - name: Quick Jump source: - abbr: CRB page_start: 264 @@ -13284,11 +14019,12 @@ feat: descr: You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. frequency: null has_been_manually_proofread: false + level: 7 + name: Quick Recognition prereqs: - descr: 'Feat: Recognize Spell' feat: Recognize Spell requirement: null - name: Quick Recognition source: - abbr: CRB page_start: 265 @@ -13301,11 +14037,12 @@ feat: descr: You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. frequency: null has_been_manually_proofread: false + level: 1 + name: Quick Repair prereqs: - descr: trained in Crafting feat: null requirement: null - name: Quick Repair source: - abbr: CRB page_start: 265 @@ -13318,11 +14055,12 @@ feat: descr: You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed. frequency: null has_been_manually_proofread: false + level: 1 + name: Quick Squeeze prereqs: - descr: trained in Acrobatics feat: null requirement: null - name: Quick Squeeze source: - abbr: CRB page_start: 265 @@ -13335,11 +14073,12 @@ feat: descr: You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed. frequency: null has_been_manually_proofread: false + level: 7 + name: Quick Swim prereqs: - descr: master in Athletics feat: null requirement: null - name: Quick Swim source: - abbr: CRB page_start: 265 @@ -13352,11 +14091,12 @@ feat: descr: You can Pick a Lock using 1 action instead of 2. frequency: null has_been_manually_proofread: false + level: 7 + name: Quick Unlock prereqs: - descr: master in Thievery feat: null requirement: null - name: Quick Unlock source: - abbr: CRB page_start: 265 @@ -13369,11 +14109,12 @@ feat: descr: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls. frequency: null has_been_manually_proofread: false + level: 2 + name: Quiet Allies prereqs: - descr: expert in Stealth feat: null requirement: null - name: Quiet Allies source: - abbr: CRB page_start: 265 @@ -13386,11 +14127,12 @@ feat: descr: You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. frequency: null has_been_manually_proofread: false + level: 2 + name: Rapid Mantel prereqs: - descr: expert in Athletics feat: null requirement: null - name: Rapid Mantel source: - abbr: CRB page_start: 265 @@ -13403,11 +14145,12 @@ feat: descr: You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know. If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you. frequency: null has_been_manually_proofread: false + level: 1 + name: Read Lips prereqs: - descr: trained in Society feat: null requirement: null - name: Read Lips source: - abbr: CRB page_start: 265 @@ -13420,11 +14163,12 @@ feat: descr: 'If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.' frequency: null has_been_manually_proofread: false + level: 1 + name: Recognize Spell prereqs: - descr: trained in Arcana, Nature, Occultism, or Religion feat: null requirement: null - name: Recognize Spell source: - abbr: CRB page_start: 265 @@ -13438,11 +14182,12 @@ feat: descr: When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on Command an Animal. frequency: null has_been_manually_proofread: false + level: 1 + name: Ride prereqs: - descr: Class Level 1 feat: null requirement: null - name: Ride source: - abbr: CRB page_start: 266 @@ -13454,11 +14199,12 @@ feat: descr: You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success. frequency: null has_been_manually_proofread: false + level: 2 + name: Robust Recovery prereqs: - descr: expert in Medicine feat: null requirement: null - name: Robust Recovery source: - abbr: CRB page_start: 266 @@ -13471,11 +14217,12 @@ feat: descr: You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. frequency: null has_been_manually_proofread: false + level: 15 + name: Scare to Death prereqs: - descr: legendary in Intimidation feat: null requirement: null - name: Scare to Death source: - abbr: CRB page_start: 266 @@ -13492,11 +14239,12 @@ feat: descr: You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you. frequency: null has_been_manually_proofread: false + level: 7 + name: Shameless Request prereqs: - descr: master in Diplomacy feat: null requirement: null - name: Shameless Request source: - abbr: CRB page_start: 266 @@ -13509,11 +14257,12 @@ feat: descr: 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’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. frequency: null has_been_manually_proofread: false + level: 1 + name: Shield Block prereqs: - descr: Class Level 1 feat: null requirement: null - name: Shield Block source: - abbr: CRB page_start: 266 @@ -13525,11 +14274,12 @@ feat: descr: You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. frequency: null has_been_manually_proofread: false + level: 1 + name: Sign Language prereqs: - descr: trained in Society feat: null requirement: null - name: Sign Language source: - abbr: CRB page_start: 266 @@ -13542,11 +14292,12 @@ feat: descr: You become trained in the skill of your choice. frequency: null has_been_manually_proofread: false + level: 1 + name: Skill Training prereqs: - descr: Intelligence 12 feat: null requirement: null - name: Skill Training source: - abbr: CRB page_start: 266 @@ -13559,11 +14310,12 @@ feat: descr: You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing. frequency: null has_been_manually_proofread: false + level: 7 + name: Slippery Secrets prereqs: - descr: master in Deception feat: null requirement: null - name: Slippery Secrets source: - abbr: CRB page_start: 266 @@ -13576,11 +14328,12 @@ feat: descr: You can use the Craft activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book. frequency: null has_been_manually_proofread: false + level: 1 + name: Snare Crafting prereqs: - descr: trained in Crafting feat: null requirement: null - name: Snare Crafting source: - abbr: CRB page_start: 266 @@ -13593,11 +14346,12 @@ feat: descr: Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; 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’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. TODO table here??? frequency: null has_been_manually_proofread: false + level: 1 + name: Specialty Crafting prereqs: - descr: trained in Crafting feat: null requirement: null - name: Specialty Crafting source: - abbr: CRB page_start: 266 @@ -13610,11 +14364,12 @@ feat: descr: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge. frequency: null has_been_manually_proofread: false + level: 1 + name: Steady Balance prereqs: - descr: trained in Acrobatics feat: null requirement: null - name: Steady Balance source: - abbr: CRB page_start: 267 @@ -13627,11 +14382,12 @@ feat: descr: 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. frequency: null has_been_manually_proofread: false + level: 1 + name: Streetwise prereqs: - descr: trained in Society feat: null requirement: null - name: Streetwise source: - abbr: CRB page_start: 267 @@ -13644,11 +14400,12 @@ feat: descr: You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. frequency: null has_been_manually_proofread: false + level: 1 + name: Student of the Canon prereqs: - descr: trained in Religion feat: null requirement: null - name: Student of the Canon source: - abbr: CRB page_start: 267 @@ -13661,11 +14418,12 @@ feat: descr: When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition. frequency: null has_been_manually_proofread: false + level: 1 + name: Subtle Theft prereqs: - descr: trained in Thievery feat: null requirement: null - name: Subtle Theft source: - abbr: CRB page_start: 267 @@ -13678,11 +14436,12 @@ feat: descr: You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty. frequency: null has_been_manually_proofread: false + level: 1 + name: Survey Wildlife prereqs: - descr: trained in Survival feat: null requirement: null - name: Survey Wildlife source: - abbr: CRB page_start: 267 @@ -13695,11 +14454,12 @@ feat: descr: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false + level: 7 + name: Swift Sneak prereqs: - descr: master in Stealth feat: null requirement: null - name: Swift Sneak source: - abbr: CRB page_start: 267 @@ -13712,11 +14472,12 @@ feat: descr: '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.' frequency: null has_been_manually_proofread: false + level: 1 + name: Terrain Expertise prereqs: - descr: trained in Survival feat: null requirement: null - name: Terrain Expertise source: - abbr: CRB page_start: 267 @@ -13729,11 +14490,12 @@ feat: descr: 'Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.' frequency: null has_been_manually_proofread: false + level: 1 + name: Terrain Stalker prereqs: - descr: trained in Stealth feat: null requirement: null - name: Terrain Stalker source: - abbr: CRB page_start: 267 @@ -13746,11 +14508,12 @@ feat: descr: When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round. frequency: null has_been_manually_proofread: false + level: 7 + name: Terrified Retreat prereqs: - descr: master in Intimidation feat: null requirement: null - name: Terrified Retreat source: - abbr: CRB page_start: 268 @@ -13763,11 +14526,12 @@ feat: descr: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. frequency: null has_been_manually_proofread: false + level: 1 + name: Titan Wrestler prereqs: - descr: trained in Athletics feat: null requirement: null - name: Titan Wrestler source: - abbr: CRB page_start: 268 @@ -13780,11 +14544,12 @@ feat: descr: You 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 (page 459). frequency: null has_been_manually_proofread: false + level: 1 + name: Toughness prereqs: - descr: Class Level 1 feat: null requirement: null - name: Toughness source: - abbr: CRB page_start: 268 @@ -13796,11 +14561,12 @@ feat: descr: 'You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action on page 249) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion. Success: The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure: The animal doesn’t learn the trick.' frequency: null has_been_manually_proofread: false + level: 1 + name: Train Animal prereqs: - descr: trained in Nature feat: null requirement: null - name: Train Animal source: - abbr: CRB page_start: 268 @@ -13815,11 +14581,12 @@ feat: descr: You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. frequency: null has_been_manually_proofread: false + level: 1 + name: Trick Magic Item prereqs: - descr: trained in Arcana, Nature, Occultism, or Religion feat: null requirement: null - name: Trick Magic Item source: - abbr: CRB page_start: 268 @@ -13833,11 +14600,12 @@ feat: descr: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water. frequency: null has_been_manually_proofread: false + level: 1 + name: Underwater Marauder prereqs: - descr: trained in Athletics feat: null requirement: null - name: Underwater Marauder source: - abbr: CRB page_start: 268 @@ -13850,11 +14618,12 @@ feat: descr: You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so. frequency: null has_been_manually_proofread: false + level: 15 + name: Unified Theory prereqs: - descr: legendary in Arcana feat: null requirement: null - name: Unified Theory source: - abbr: CRB page_start: 268 @@ -13867,11 +14636,12 @@ feat: descr: You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual. frequency: null has_been_manually_proofread: false + level: 2 + name: Unmistakable Lore prereqs: - descr: expert in Lore feat: null requirement: null - name: Unmistakable Lore source: - abbr: CRB page_start: 268 @@ -13883,11 +14653,12 @@ feat: descr: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions. frequency: null has_been_manually_proofread: false + level: 3 + name: Untrained Improvisation prereqs: - descr: 'Class Level 3 ' feat: null requirement: null - name: Untrained Improvisation source: - abbr: CRB page_start: 268 @@ -13899,11 +14670,12 @@ feat: descr: You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides. frequency: null has_been_manually_proofread: false + level: 1 + name: Virtuosic Performer prereqs: - descr: 'Feat: trained in Performance' feat: null requirement: null - name: Virtuosic Performer source: - abbr: CRB page_start: 268 @@ -13916,11 +14688,12 @@ feat: descr: You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. frequency: null has_been_manually_proofread: false + level: 7 + name: Wall Jump prereqs: - descr: master in Athletics feat: null requirement: null - name: Wall Jump source: - abbr: CRB page_start: 269 @@ -13933,11 +14706,12 @@ feat: descr: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets. frequency: null has_been_manually_proofread: false + level: 2 + name: Ward Medic prereqs: - descr: expert in Medicine feat: null requirement: null - name: Ward Medic source: - abbr: CRB page_start: 269 @@ -13950,11 +14724,12 @@ feat: descr: If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap. frequency: null has_been_manually_proofread: false + level: 2 + name: Wary Disarmament prereqs: - descr: expert in Thievery feat: null requirement: null - name: Wary Disarmament source: - abbr: CRB page_start: 269 @@ -13967,11 +14742,12 @@ feat: descr: You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. frequency: null has_been_manually_proofread: false - prereqs: &id002 + level: 1 + name: Weapon Proficiency + prereqs: - descr: Class Level 1 feat: null requirement: null - name: Weapon Proficiency source: - abbr: CRB page_start: 269 @@ -13984,9 +14760,10 @@ feat: descr: Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect. frequency: null has_been_manually_proofread: false + level: 2 + name: Relentless Stalker prereqs: null requirement: null - name: Relentless Stalker source: - abbr: CRB page_start: 57 @@ -14000,10 +14777,11 @@ feat: descr: 'Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using' frequency: null has_been_manually_proofread: false + level: 2 + name: Wilderness Spotter prereqs: - expert in Survival requirement: null - name: Wilderness Spotter source: - abbr: CRB page_start: 57