Initial commit: Fresh start with current state

This commit is contained in:
Claude Code
2025-11-06 14:04:48 +01:00
commit 15355c35ea
20152 changed files with 1191077 additions and 0 deletions

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_id: q2HbIx7a7YpGJ3Kn
_key: '!items!q2HbIx7a7YpGJ3Kn'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/breastplate-agile.PNG
name: Agile Breastplate
system:
armor:
acp: 4
dex: 3
material:
base:
value: steel
value: 6
baseTypes:
- Agile Breastplate
description:
value: >-
<p>This breastplate is specially crafted in a manner that allows extra
maneuverability for some physical activities. The armor check penalty for
Climb checks and Acrobatics checks made to jump is only 1 (masterwork and
mithral versions of this armor reduce this penalty as well as the normal
penalty).</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 30
value: 30
price: 400
slot: armor
spellFailure: 25
weight:
value: 25
type: equipment

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_id: YSkIxGaVmW9pAi2m
_key: '!items!YSkIxGaVmW9pAi2m'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/half-plate.png
name: Agile Half-Plate
system:
armor:
acp: 7
dex: 0
material:
base:
value: steel
value: 8
baseTypes:
- Agile Half-Plate
description:
value: >-
<p>This style of half-plate is specially crafted in a manner that allows
extra maneuverability for some physical activities. The armor check
penalty for Climb checks and jump checks is only 4 (masterwork and
mithral versions of this armor reduce this penalty as well as the normal
penalty). In addition, unlike with most heavy armors, the wearer can still
run at quadruple speed instead of triple speed.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 40
value: 40
price: 850
slot: armor
spellFailure: 40
weight:
value: 55
type: equipment

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_id: cTxChlqZ2nSmuKP5
_key: '!folders!cTxChlqZ2nSmuKP5'
color: null
flags: {}
folder: null
name: Armor, Heavy
sort: 200000
sorting: a
type: Item

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_id: LQyo9lDGQU29eyig
_key: '!folders!LQyo9lDGQU29eyig'
color: null
flags: {}
folder: null
name: Armor, Light
sort: 150000
sorting: a
type: Item

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_id: 33jGfHlDL34jvwnX
_key: '!folders!33jGfHlDL34jvwnX'
color: null
flags: {}
folder: null
name: Armor, Medium
sort: 175000
sorting: a
type: Item

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_id: olBieN7p2yJWgDW4
_key: '!items!olBieN7p2yJWgDW4'
folder: Scxh4HUdr1TDOW96
img: systems/pf1/icons/items/armor/studded-leather.PNG
name: Armor of Insults
system:
actions:
- _id: P1BzYR6WlK1IJsCx
actionType: save
activation:
type: standard
unchained:
cost: 2
type: action
area: 60 feet radius
duration:
units: round
value: '7'
measureTemplate:
size: '60'
type: circle
name: Use
range:
units: ft
value: '60'
save:
dc: '16'
description: Will negates
type: will
target:
value: hostile creatures
armor:
acp: 1
dex: 5
enh: 1
material:
base:
value: leather
value: 3
aura:
school: enc
baseTypes:
- Studded Leather Armor
cl: 7
description:
value: >-
<p>Each metal bit of this suit of +1
@UUID[Compendium.pf1.armors-and-shields.Item.xeuREriTfdZR1yCD]{studded
leather} looks more like a tiny sneering face than a simple stud. Once per
day the wearer of the armor may command the mouths to unleash a torrent of
verbal abuse directed against every hostile creature within 60 feet who
can see and hear the wearer. Each such creature must make a DC 16 Will
saving throw to avoid suffering an overwhelming compulsion to attack the
wearer for the next 7 rounds. If the creature is unable to attack the
wearer on its next turn, or attacking the wearer would put the creature at
risk (moving through a threatened square, charging into a pit, and so on)
it can act normally that turn. This is a mind-affecting sonic effect, and
has no effect on creatures that do not use a spoken
language.</p><h3>Construction</h3><p><strong>Requirements</strong>
@UUID[Compendium.pf1.feats.Item.4hNO4OAWYF5vXphH]{Craft Magic Arms and
Armor}, @UUID[Compendium.pf1.spells.Item.n0bsyxchnigkkuqo]{confusion};
<strong>Price</strong> 7,675 gp</p>
hardness: 2
hp:
max: 15
value: 15
price: 16175
slot: armor
sources:
- id: PZO1123
pages: '124'
- id: PZO1115
pages: '283'
spellFailure: 15
unidentified:
name: Studded Leather Armor
price: 25
uses:
maxFormula: '1'
per: day
value: 1
weight:
value: 20
type: equipment

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_id: Scxh4HUdr1TDOW96
_key: '!folders!Scxh4HUdr1TDOW96'
color: null
flags: {}
folder: null
name: Armor, Unique
sort: 0
sorting: a
type: Item

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_id: mJYWI4VZBo0c0CCC
_key: '!items!mJYWI4VZBo0c0CCC'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/armored-coat.PNG
name: Armored Coat
system:
armor:
acp: 2
dex: 3
material:
base:
value: leather
value: 4
baseTypes:
- Armored Coat
description:
value: >-
<p>This sturdy leather coat is reinforced with metal plates sewn into the
lining. An armored coat is more cumbersome than light armor but less
effective than most medium armors. The advantage of it is that a person
can don it or remove it as a move action (there is no “don hastily” option
for an armored coat). If worn over other armor, use the better AC bonus
and worse value in all other categories; an armored coat has no effect if
worn with heavy armor. The only magic effects that apply are those of
armor, clothing, or items worn on top.</p>
equipmentSubtype: mediumArmor
hardness: 2
hp:
max: 20
value: 20
price: 50
slot: armor
spellFailure: 20
weight:
value: 20
type: equipment

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_id: dx5t73HKQwvzl7NW
_key: '!items!dx5t73HKQwvzl7NW'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/armored-kilt.png
name: Armored Kilt
system:
armor:
dex: 6
material:
base:
value: cloth
value: 1
baseTypes:
- Armored Kilt
description:
value: >-
<p>The armored kilt is made of a thick cloth skirt with bars of steel
hanging down from the waist and a ring of horizontal steel plates just
above the hem. An armored kilt can be worn separately as light armor, or
it can be added to other suits of light or medium armor. Adding an armored
kilt increases a suit of armors armor bonus by +1, but it adds 10 pounds
to the armor, lowers the maximum <em>Dex</em> bonus by 1, and increases
the armors weight category (from light to medium and from medium to
heavy). Adding an armored kilt to heavy armor does not provide an armor
bonus increase.</p>
hardness: 10
hp:
max: 5
value: 5
price: 20
slot: armor
weight:
value: 10
type: equipment

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_id: HpPFigQKr6C6Dej4
_key: '!items!HpPFigQKr6C6Dej4'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/banded-mail.PNG
name: Banded Mail
system:
armor:
acp: 6
dex: 1
material:
base:
value: steel
value: 7
baseTypes:
- Banded Mail
description:
value: >-
<p>Banded mail is made up of overlapping strips of metal, fastened to a
sturdy backing of leather and chain. The size of the metal plates,
interconnected metal bands, and layers of underlying armor make it a more
significant defense than similar armors, like scale mail or splint
mail.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 35
value: 35
price: 250
slot: armor
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 35
weight:
value: 35
type: equipment

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_id: 5TzaS38RPAx1oj9p
_key: '!items!5TzaS38RPAx1oj9p'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/breastplate.PNG
name: Breastplate
system:
armor:
acp: 4
dex: 3
material:
base:
value: steel
value: 6
baseTypes:
- Breastplate
description:
value: >-
<p>A breastplate protects a wearers torso with a single piece of sculpted
metal, similar to the core piece of a suit of full plate. Despite its
sturdiness, its inflexibility and open back make it inferior to complete
suits of metal armor, but still an improvement over most non-metal
armors.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 30
value: 30
price: 200
slot: armor
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 25
weight:
value: 30
type: equipment

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_id: gsE0PAOmCwivue5A
_key: '!items!gsE0PAOmCwivue5A'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/buckler.PNG
name: Buckler
system:
armor:
acp: 1
material:
base:
value: steel
value: 1
description:
value: >-
<p>This small metal shield is worn strapped to your forearm. You can use a
bow or crossbow without penalty while carrying it. You can also use your
shield arm to wield a weapon (whether you are using an off-hand weapon or
using your off hand to help wield a two-handed weapon), but you take a 1
penalty on attack rolls while doing so. This penalty stacks with those
that may apply for fighting with your off hand and for fighting with two
weapons. In any case, if you use a weapon in your off hand, you lose the
bucklers AC bonus until your next turn. You can cast a spell with somatic
components using your shield arm, but you lose the bucklers AC bonus
until your next turn. You cant make a shield bash with a buckler.</p>
equipmentSubtype: other
hardness: 10
hp:
max: 5
value: 5
price: 5
slot: shield
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 5
subType: shield
weight:
value: 5
type: equipment

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_id: jmMTKB2OeTB4dUvm
_key: '!items!jmMTKB2OeTB4dUvm'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/chain-coat.png
name: Chain Coat
system:
armor:
acp: 2
dex: 5
material:
base:
value: steel
value: 4
baseTypes:
- Chain Coat
description:
value: >-
<p>This relatively simple armor consists of heavy chains that wrap around
your body and limbs. While it weighs more and provides less protection
than other medium armors, it is also less of a hindrance. In addition, if
you are wielding a spiked chain, you can affix it to one hand. This
functions as a locked gauntlet, and if you are proficient with spiked
chains, you can treat the spiked chain as a one-handed weapon while it is
attached. You can affix a spiked chain to each hand this way, but you
cant wear locked gauntlets while wearing a chain coat, and you cant
attach any weapon to a chain coat except spiked chains.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 20
value: 20
price: 75
slot: armor
spellFailure: 30
weight:
value: 40
type: equipment

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_id: iGu21zy6QtroUZ4O
_key: '!items!iGu21zy6QtroUZ4O'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/chain-shirt.png
name: Chain Shirt
system:
armor:
acp: 2
dex: 4
material:
base:
value: steel
value: 4
baseTypes:
- Chain Shirt
description:
value: >-
<p>Covering the torso, this shirt is made up of thousands of interlocking
metal rings.</p>
hardness: 10
hp:
max: 20
value: 20
price: 100
slot: armor
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 20
weight:
value: 25
type: equipment

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_id: unY9jt1B8a5bbnzO
_key: '!items!unY9jt1B8a5bbnzO'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/chain-mail.png
name: Chainmail
system:
armor:
acp: 5
dex: 2
material:
base:
value: steel
value: 6
baseTypes:
- Chainmail
description:
value: >-
<p>Unlike a chain shirt, which covers only the chest, chainmail protects
the wearer with a complete mesh of chain links that cover the torso and
arms, and extends below the waist. Multiple interconnected pieces offer
additional protection over vital areas. The suit includes gauntlets.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 30
value: 30
price: 150
slot: armor
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 30
weight:
value: 40
type: equipment

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_id: juheM3y42yQrYbB9
_key: '!items!juheM3y42yQrYbB9'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/dancing-scarves.png
name: Dancing Scarves
system:
armor:
material:
base:
value: cloth
value: 2
baseTypes:
- Dancing Scarves
description:
value: >-
<p>This set of colorful scarves, is made of heavy silk and reinforced with
leather straps. As you move, they flutter and flow, obscuring your shape
and protecting against enemy attacks. Varisian dancing scarves provide no
benefit while you are standing still. Whenever you move at least 10 feet
during your turn, you gain a +2 armor bonus to AC until the beginning of
your next turn. Varisian dancing scarves add their enhancement bonus to
this armor bonus instead of providing a constant benefit; other magical
enhancements (such as light fortification) apply whether or not you are
moving. In addition, Varisian dancing scarves provide a +2 circumstance
bonus on Bluff checks made to feint in combat.</p>
price: 150
slot: armor
weight:
value: 8
type: equipment

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_id: B8H87SCG0E8n0iqw
_key: '!items!B8H87SCG0E8n0iqw'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/do-maru.PNG
name: Do-Maru
system:
armor:
acp: 4
dex: 4
material:
base:
value: steel
value: 5
baseTypes:
- Do-Maru
description:
value: >-
<p>The lightest of armors typically favored by samurai, do-maru wraps
around the wearers body like a short armored coat. It consists primarily
of lamellar and lacks a solid breastplate or sleeves, leaving the
shoulders and upper body somewhat exposed, but permitting the wearer
greater flexibility than do the majority of heavier armors.</p>
equipmentSubtype: mediumArmor
hardness: 2
hp:
max: 25
value: 25
price: 200
slot: armor
spellFailure: 25
weight:
value: 30
type: equipment

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_id: inF1zaK0XoeTdBIc
_key: '!items!inF1zaK0XoeTdBIc'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/dwarven-war-shield.png
name: Dwarven War-Shield
system:
actions:
- _id: y7CMMFzD0GiQP2oi
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
value: '0'
armor:
acp: 1
material:
base:
value: steel
value: 1
description:
value: >-
<p>This shields sides are cut into jagged angles and honed to razor
sharpness. Dwarven skirmishers often wield these shields in pairs,
savagely hacking opponents to pieces, while some dwarven scoundrels enjoy
the shields imposing appearance and ease of use. If you have the
Two-Weapon Fighting feat and are wielding two dwarven war-shields,
increase the higher of the two shield bonuses by 1. You lose this benefit
for 1 round when you make a shield bash with one or both dwarven
war-shields (unless you have the Improved Shield Bash feat or a similar
benefit). A hand holding a dwarven warshield cant be used for anything
else. A dwarven war-shield gains no benefit from shield spikes.</p>
equipmentSubtype: other
hardness: 10
price: 50
slot: shield
sources:
- id: PZO9481
pages: '9'
spellFailure: 20
subType: shield
weight:
value: 8
type: equipment

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_id: aXXjidT6mFzdTsNT
_key: '!items!aXXjidT6mFzdTsNT'
folder: Scxh4HUdr1TDOW96
img: systems/pf1/icons/items/armor/hellknight-leather.PNG
name: Elven Chain
system:
armor:
acp: 3
dex: 4
material:
base:
value: steel
normal:
value: mithral
value: 6
baseTypes:
- Chainmail
cl: null
description:
value: >-
<p>This extremely light
@UUID[Compendium.pf1.armors-and-shields.Item.unY9jt1B8a5bbnzO]{chainmail}
is made of very fine mithral links. This armor is treated, in all ways,
like light armor, including when determining proficiency. The armor has an
arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and
an armor check penalty of -2.</p>
equipmentSubtype: mediumArmor
hardness: 15
hp:
max: 30
value: 30
masterwork: true
price: 5150
slot: armor
sources:
- id: PZO1123
pages: '126'
- id: PZO1110
pages: '464'
spellFailure: 20
tags:
- Elf
unidentified:
name: Chainmail
price: 150
weight:
value: 20
type: equipment

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@@ -0,0 +1,31 @@
_id: 6i0yr19dgO50GygU
_key: '!items!6i0yr19dgO50GygU'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/field-plate.png
name: Field Plate
system:
armor:
acp: 5
dex: 1
material:
base:
value: steel
value: 7
baseTypes:
- Field Plate
description:
value: >-
<p>This heavy armor is similar to full plate but lighter in construction,
sacrificing a bit of protection for greater flexibility and mobility.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 35
value: 35
price: 1200
slot: armor
spellFailure: 35
weight:
value: 50
type: equipment

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@@ -0,0 +1,40 @@
_id: WHTn1ouMVlmsEL1l
_key: '!items!WHTn1ouMVlmsEL1l'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/fortress-plate.PNG
name: Fortress Plate
system:
armor:
acp: 7
dex: 0
material:
base:
value: steel
value: 8
baseTypes:
- Fortress Plate
description:
value: >-
<p>This dwarf-forged armor features layers of overlapping plates molded to
deflect projectiles—especially those from firearms. Whenever you are the
target of a ranged weapon attack that would ignore your armor bonus to AC,
you add half the fortress plates armor bonus (including enhancement
bonuses) to your AC against that attack. This benefit does not apply to
energy attacks or magical touch attacks such as rays. Because the armor is
designed with dwarves in mind, If you have the dwarfs weapon familiarity
racial trait, you increase this projectile-only bonus by 1. Fortress plate
is incredibly bulky, and its armor category cant be reduced by any effect
(including by special materials, such as mithral). Fortress plate includes
gauntlets and a helm.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 40
value: 40
price: 2100
slot: armor
spellFailure: 40
weight:
value: 75
type: equipment

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@@ -0,0 +1,33 @@
_id: bP0vKIfcGKDgtiUc
_key: '!items!bP0vKIfcGKDgtiUc'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/four-mirror.PNG
name: Four-Mirror
system:
armor:
acp: 5
dex: 2
material:
base:
value: steel
value: 6
baseTypes:
- Four-Mirror
description:
value: >-
<p>This armor consists of four plates harnessed together with leather
shoulder straps. Two round plates protect your front and back, while two
smaller rectangular plates cover the sides of the torso. Four-mirror armor
is worn over chainmail to provide added protection, and comes with a
spiked helmet with a chainmail hood.</p>
equipmentSubtype: mediumArmor
hp:
max: 30
value: 30
price: 125
slot: armor
spellFailure: 30
weight:
value: 45
type: equipment

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@@ -0,0 +1,40 @@
_id: h65qEp22nsyRoeRa
_key: '!items!h65qEp22nsyRoeRa'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/fullplate.PNG
name: Full Plate
system:
armor:
acp: 6
dex: 1
material:
base:
value: steel
value: 9
baseTypes:
- Full Plate
description:
value: >-
<p>This metal suit comprises multiple pieces of interconnected and
overlaying metal plates, incorporating the benefits of numerous types of
lesser armor. A complete suit of full plate (or platemail, as it is often
called) includes gauntlets, heavy leather boots, a visored helmet, and a
thick layer of padding that is worn underneath the armor. Each suit of
full plate must be individually fitted to its owner by a master
armorsmith, although a captured suit can be resized to fit a new owner at
a cost of 200 to 800 (2d4 x 100) gold pieces.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 45
value: 45
price: 1500
slot: armor
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 35
weight:
value: 50
type: equipment

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@@ -0,0 +1,34 @@
_id: c5L61pgFgUETqPtm
_key: '!items!c5L61pgFgUETqPtm'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/fullplate.PNG
name: Gray Maiden Plate
system:
armor:
acp: 6
dex: 1
material:
base:
value: steel
value: 9
baseTypes:
- Full Plate
description:
value: >-
<p>The Gray Maidens distinctive armor is one of their most iconic
identifiers. Gray Maiden plate is mechanically identical to full plate,
and any effect that functions with full plate functions with Gray Maiden
plate. Certain options for Gray Maidens function only when they wear Gray
Maiden plate.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 45
value: 45
price: 1500
slot: armor
spellFailure: 35
weight:
value: 50
type: equipment

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@@ -0,0 +1,38 @@
_id: Y10QTnY9wVXg5VCm
_key: '!items!Y10QTnY9wVXg5VCm'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/half-plate.png
name: Half-Plate
system:
armor:
acp: 7
dex: 0
material:
base:
value: steel
value: 8
baseTypes:
- Half-Plate
description:
value: >-
<p>Half-plate armor combines elements of full plate and chainmail,
incorporating several sizable plates of sculpted metal with an underlying
mesh of chain links. While this suit protects vital areas with several
layers of armor, it is not sculpted to a single individuals frame,
reducing its wearers mobility even more than a suit of full plate.
Half-plate armor includes gauntlets and a helm.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 40
value: 40
price: 600
slot: armor
sources:
- id: PZO1110
pages: '151'
spellFailure: 40
weight:
value: 50
type: equipment

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@@ -0,0 +1,27 @@
_id: YIHLiAF3zd2fJkXp
_key: '!items!YIHLiAF3zd2fJkXp'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/haramaki.png
name: Haramaki
system:
armor:
material:
base:
value: steel
value: 1
baseTypes:
- Haramaki
description:
value: >-
<p>Also called a belly-warmer, a haramaki is a simple silken sash lined
with chainmail or articulated metal plates and tied about the stomach to
protect it.</p>
hp:
max: 5
value: 5
price: 3
slot: armor
weight:
value: 1
type: equipment

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@@ -0,0 +1,60 @@
_id: 2fK608aSYU9QDmzw
_key: '!items!2fK608aSYU9QDmzw'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-heavy-metal.png
name: Heavy Steel Shield
system:
actions:
- _id: 6JirvCBGQLj1EafK
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 2
material:
base:
value: steel
value: 2
description:
value: >-
<p>You strap a heavy steel shield to your forearm and grip it with your
hand. A heavy steel shield is so heavy that you cant use your shield hand
for anything else. Whether wooden or steel, a heavy shield offers the same
basic protection and attack benefits, though the two versions respond
differently to some spells and effects (such as rusting grasp). A druid
can use a heavy wooden shield, but not a heavy steel shield.</p>
equipmentSubtype: heavyShield
hardness: 10
hp:
max: 20
value: 20
price: 20
slot: shield
sources:
- id: PZO1110
pages: 142, 148, 151-152
spellFailure: 15
subType: shield
weight:
value: 15
type: equipment

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@@ -0,0 +1,58 @@
_id: 6zjwZeZmhqmAFC82
_key: '!items!6zjwZeZmhqmAFC82'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-heavy-wood.png
name: Heavy Wooden Shield
system:
actions:
- _id: zK6ZJX8WI56bdMNn
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 2
material:
base:
value: wood
value: 2
description:
value: >-
<p>A heavy wooden shield is essentially the same as a heavy steel shield,
except that it responds differently to some spells and effects (such as
<em>rusting grasp</em>). A druid can use a heavy wooden shield, but not a
heavy steel shield.</p>
equipmentSubtype: heavyShield
hardness: 5
hp:
max: 15
value: 15
price: 7
slot: shield
sources:
- id: PZO1110
pages: 151-152
spellFailure: 15
subType: shield
weight:
value: 10
type: equipment

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@@ -0,0 +1,36 @@
_id: 0cIAkfoDAK5Pq2XU
_key: '!items!0cIAkfoDAK5Pq2XU'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/hellknight-half-plate.png
name: Hellknight Half-Plate
system:
armor:
acp: 7
dex: 0
material:
base:
value: steel
value: 8
baseTypes:
- Half-Plate
description:
value: >-
<p>The armor worn by a Hellknight signifer is a vestment of armored
plates, chain, and dark fabric. It functions as half-plate, but it can be
donned and removed as though it were medium armor. Any spellcaster who
wears this armor is treated as if he were wearing Hellknight plate for the
purposes of any feats and effects that require one to be wearing
Hellknight plate. This armor includes a signifer mask, though signifer
masks can be purchased separately.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 40
value: 40
price: 850
slot: armor
spellFailure: 40
weight:
value: 50
type: equipment

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@@ -0,0 +1,34 @@
_id: WxHKxEn6HfIJAjFC
_key: '!items!WxHKxEn6HfIJAjFC'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/hellknight-leather.PNG
name: Hellknight Leather
system:
armor:
acp: 1
dex: 5
material:
base:
value: leather
value: 3
baseTypes:
- Studded Leather Armor
description:
value: >-
<p>There are instances where wearing full plate armor can jeopardize a
Hellknights life. Primarily worn by Hellknight sailors, this studded
leather armor includes heavy gloves and a helm of sculpted leather
designed to look like a skull— either a humans or that of some aquatic
creature. Hellknight leathers statistics are identical to those of
studded leather, except it costs 5 gp more and weighs 5 pounds more.</p>
hardness: 2
hp:
max: 15
value: 15
price: 30
slot: armor
spellFailure: 15
weight:
value: 25
type: equipment

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@@ -0,0 +1,34 @@
_id: 4zQgEV3XyR9zvqwU
_key: '!items!4zQgEV3XyR9zvqwU'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/hellknight-plate.png
name: Hellknight Plate
system:
armor:
acp: 5
dex: 1
material:
base:
value: steel
value: 9
baseTypes:
- Full Plate
description:
value: >-
<p>These distinctive suits of armor are a special type of masterwork full
plate that grant additional effects when worn by a character with levels
in the Hellknight prestige class. Apart from its distinctive look (each
order of Hellknights has its own style of armor), a suit of Hellknight
plate functions the same as a suit of masterwork full plate.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 45
value: 45
price: 2000
slot: armor
spellFailure: 35
weight:
value: 50
type: equipment

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@@ -0,0 +1,38 @@
_id: aI6gSI7gnCLCucw0
_key: '!items!aI6gSI7gnCLCucw0'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/hide-armor.PNG
name: Hide Armor
system:
armor:
acp: 3
dex: 4
material:
base:
value: leather
value: 4
baseTypes:
- Hide Armor
description:
value: >-
<p>Hide armor is made from the tanned skin of particularly thickhided
beasts, stitched with either multiple overlapping layers of crude leather
or exterior pieces of leather stuffed with padding or fur. Damage to the
armor is typically repaired by restitching gashes or adding new pieces of
hide, giving the most heavily used suits a distinctively patchwork
quality.</p>
equipmentSubtype: mediumArmor
hardness: 2
hp:
max: 20
value: 20
price: 15
slot: armor
sources:
- id: PZO1110
pages: '151'
spellFailure: 20
weight:
value: 25
type: equipment

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_id: RGgplsDVRbf6svr2
_key: '!items!RGgplsDVRbf6svr2'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/hide-shirt.png
name: Hide Shirt
system:
armor:
acp: 1
dex: 4
material:
base:
value: leather
value: 3
baseTypes:
- Hide Shirt
description:
value: >-
<p>Made from animal hide and giant lizard scales over a shirt of
interwoven cords, these chest and shoulder coverings protect Shoanti
riders without restricting their mobility. The wearer of a hide shirt can
make a DC 15 Strength check as a standard action. If he succeeds, the
armor gains the broken condition and drops to the ground rather than
requiring the usual 1 minute it would take to remove it. The armor must be
repaired as though it had taken 8 points of damage before it can be used
again; a broken hide shirt grants no bonus to Armor Class.</p>
hardness: 2
hp:
max: 15
value: 15
price: 20
slot: armor
spellFailure: 15
weight:
value: 18
type: equipment

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_id: 8e7QxmuuvJLpoGQO
_key: '!items!8e7QxmuuvJLpoGQO'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/lamellar-horn.png
name: Horn Lamellar
system:
armor:
acp: 4
dex: 3
material:
base:
value: bone
value: 5
baseTypes:
- Lamellar
description:
value: >-
<p>Lamellar is a type of armor in which small plates of various types of
materials are strung together in parallel rows using fine cord. Lamellar
plates can be constructed from lacquered leather, horn, or even stone,
though suits of iron and steel are the most common. Lamellar armor can be
crafted into various shapes, including partial pieces such as
breastplates, greaves, or even entire coats. The properties of specific
suits and pieces of lamellar armor are determined by their material.</p>
equipmentSubtype: mediumArmor
hardness: 5
hp:
max: 25
value: 25
price: 100
slot: armor
spellFailure: 25
weight:
value: 30
type: equipment

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@@ -0,0 +1,35 @@
_id: LvqGhztGDLYS9QES
_key: '!items!LvqGhztGDLYS9QES'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/ice-coat.png
name: Ice Coat
system:
armor:
acp: 2
dex: 3
material:
base:
value: leather
value: 4
baseTypes:
- Ice Coat
description:
value: >-
<p>Used by the Erutaki human tribes and snowcaster elves native to the
arctic tundra of the Crown of the World, this heavy parka is treated as an
armored coat. It provides the benefits of a cold-weather outfit, and it
can be donned or removed as a move action. In addition, the fluffy white
fur of the parka blends into arctic landscapes, providing a +2
circumstance bonus on Stealth checks in snowy environments.</p>
equipmentSubtype: mediumArmor
hardness: 2
hp:
max: 20
value: 20
price: 80
slot: armor
spellFailure: 20
weight:
value: 24
type: equipment

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@@ -0,0 +1,36 @@
_id: mPopnW9RhIm8Qv1C
_key: '!items!mPopnW9RhIm8Qv1C'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/lamellar-iron.png
name: Iron Lamellar
system:
armor:
acp: 7
dex: 0
material:
base:
value: steel
value: 7
baseTypes:
- Lamellar
description:
value: >-
<p>Lamellar is a type of armor in which small plates of various types of
materials are strung together in parallel rows using fine cord. Lamellar
plates can be constructed from lacquered leather, horn, or even stone,
though suits of iron and steel are the most common. Lamellar armor can be
crafted into various shapes, including partial pieces such as
breastplates, greaves, or even entire coats. The properties of specific
suits and pieces of lamellar armor are determined by their material.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 35
value: 35
price: 200
slot: armor
spellFailure: 40
weight:
value: 50
type: equipment

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@@ -0,0 +1,33 @@
_id: q73l4hJuDIREmqDJ
_key: '!items!q73l4hJuDIREmqDJ'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/kikko.PNG
name: Kikko
system:
armor:
acp: 3
dex: 4
material:
base:
value: steel
value: 5
baseTypes:
- Kikko
description:
value: >-
<p>Kikko armor consists of a clever arrangement of hexagonal plates made
from iron and sewn to cloth, granting the wearer greater flexibility than
that provided by many armors that afford similar defense. The plates may
be left exposed or hidden by a layer of cloth.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 25
value: 25
price: 250
slot: armor
spellFailure: 20
weight:
value: 25
type: equipment

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@@ -0,0 +1,72 @@
_id: mDqCTp8wMKbSOo1x
_key: '!items!mDqCTp8wMKbSOo1x'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/klar.png
name: Klar
system:
actions:
- _id: rP6yTmKvbzBPEkLe
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
value: '0'
armor:
acp: 1
material:
base:
value: wood
value: 1
description:
value: >-
<p>The traditional form of this tribal weapon is a short blade bound to
the skull of a large horned lizard, but a skilled smith can craft one
entirely out of metal. A traditional klar counts as a light wooden shield
with armor spikes; a metal klar counts as a light steel shield with armor
spikes.</p>
equipmentSubtype: lightShield
hardness: 5
hp:
max: 5
value: 5
price: 12
slot: shield
sources:
- id: PZO1123
pages: '18'
- id: PZO1002-PGE
pages: '11'
- id: PZO9000-2S
pages: '13'
- id: PZO1111
pages: '209'
- id: PZO9226
pages: '290'
- id: PZO9410
pages: '18'
- id: PZO9425
pages: '14'
spellFailure: 5
subType: shield
weight:
value: 6
type: equipment

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@@ -0,0 +1,31 @@
_id: KwwDSMKGF5P9vrQr
_key: '!items!KwwDSMKGF5P9vrQr'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/kusari-gusoku.png
name: Kusari Gusoku
system:
armor:
acp: 7
dex: 1
material:
base:
value: steel
value: 7
baseTypes:
- Kusari Gusoku
description:
value: >-
<p>Kusari gusoku is similar to tatami-do armor; however, a katabira— a
type of chain jacket—is worn in place of the chest armor.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 35
value: 35
price: 350
slot: armor
spellFailure: 35
weight:
value: 45
type: equipment

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@@ -0,0 +1,27 @@
_id: zJLsDErTaV81BkJM
_key: '!items!zJLsDErTaV81BkJM'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/lamellar-cuirass.png
name: Lamellar Cuirass
system:
armor:
dex: 4
material:
base:
value: leather
value: 2
baseTypes:
- Lamellar Cuirass
description:
value: >-
<p>This armor consists of a light breastplate and shoulder guards made
from lacquered leather plates bound together and fitted over a silk
shirt.</p>
hardness: 2
price: 15
slot: armor
spellFailure: 5
weight:
value: 8
type: equipment

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@@ -0,0 +1,31 @@
_id: xuSBPIosjkEQ0EKM
_key: '!items!xuSBPIosjkEQ0EKM'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/leaf-armor.PNG
name: Leaf Armor
system:
armor:
dex: 5
material:
base:
value: leather
value: 3
baseTypes:
- Leaf Armor
description:
value: >-
<p>Druidic elves use alchemical compounds to treat special leaves used in
crafting armor for their warriors. Leaf armor is always of masterwork
quality.</p>
hardness: 2
hp:
max: 15
value: 15
masterwork: true
price: 500
slot: armor
spellFailure: 15
weight:
value: 20
type: equipment

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@@ -0,0 +1,31 @@
_id: 6YCQkebsf4vR508H
_key: '!items!6YCQkebsf4vR508H'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/leather.PNG
name: Leather Armor
system:
armor:
dex: 6
material:
base:
value: leather
value: 2
baseTypes:
- Leather Armor
description:
value: >-
<p>Leather armor is made up of multiple overlapping pieces of leather,
boiled to increase their natural toughness and then deliberately stitched
together. Although not as sturdy as metal armor, the flexibility it allows
wearers makes it among the most widely used types of armor.</p>
hardness: 2
price: 10
slot: armor
sources:
- id: PZO1110
pages: '151'
spellFailure: 10
weight:
value: 15
type: equipment

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@@ -0,0 +1,35 @@
_id: NhfubfsOa0OqXFMu
_key: '!items!NhfubfsOa0OqXFMu'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/lamellar-leather.PNG
name: Leather Lamellar
system:
armor:
acp: 2
dex: 3
material:
base:
value: leather
value: 4
baseTypes:
- Lamellar
description:
value: >-
<p>Lamellar is a type of armor in which small plates of various types of
materials are strung together in parallel rows using fine cord. Lamellar
plates can be constructed from lacquered leather, horn, or even stone,
though suits of iron and steel are the most common. Lamellar armor can be
crafted into various shapes, including partial pieces such as
breastplates, greaves, or even entire coats. The properties of specific
suits and pieces of lamellar armor are determined by their material.</p>
hardness: 2
hp:
max: 20
value: 20
price: 60
slot: armor
spellFailure: 20
weight:
value: 25
type: equipment

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@@ -0,0 +1,73 @@
_id: kc4ZuOEIEx1ZlXgJ
_key: '!items!kc4ZuOEIEx1ZlXgJ'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/madu.png
name: Leather Madu
system:
actions:
- _id: Kfatx6l3DTy93Nfb
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
value: '0'
armor:
acp: 2
material:
base:
value: leather
value: 1
description:
value: >-
<p>The madu is a round, light leather shield with two animal horns—usually
from an antelope—extending from opposite edges of the shield. If you are
proficient with the madu, you may use it to fight defensively with a 2
penalty instead of the normal 4, and your attack penalty for using Combat
Expertise improves by +1 (minimum 1 penalty). You cannot hold anything
else in the hand that bears a madu. If you are not proficient with the
madu, treat it as a light spiked shield. A madu cant be disarmed. While
traditional madus are crafted from leather and animal horn, they can be
made entirely out of metal. Whether leather or steel, a madu offers the
same basic protection and attack benefits, though the two varieties
respond differently to some spells and effects (such as rusting grasp). A
druid can use a leather madu, but not a steel madu.</p>
equipmentSubtype: lightShield
hardness: 2
hp:
max: 7
value: 7
price: 40
slot: shield
sources:
- id: PZO1123
pages: '20'
- id: PZO9404
pages: '22'
- id: PZO9410
pages: '4'
- id: PZO1118
pages: '144'
spellFailure: 5
subType: shield
weight:
value: 5
type: equipment

View File

@@ -0,0 +1,62 @@
_id: z5iAeUTo3r6qlEfd
_key: '!items!z5iAeUTo3r6qlEfd'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-light-metal.png
name: Light Steel Shield (Quickdraw)
system:
actions:
- _id: ZhdEskX7UWBenKy2
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 3, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 2
material:
base:
value: steel
value: 1
description:
value: >-
<p>This light steel shield is specially crafted with a series of straps to
allow a character proficient in shields to ready or stow it on her back
quickly and easily. If you have a base attack bonus of +1 or higher, you
may don or put away a quickdraw shield as a swift action combined with a
regular move. If you have the Two-Weapon Fighting feat, you can draw a
light or onehanded weapon with one hand and a quickdraw shield with the
other in the time it would normally take you to draw one weapon. If you
have the Quick Draw feat, you may don or put away a quickdraw shield as a
free action.</p>
equipmentSubtype: lightShield
hardness: 10
price: 59
slot: shield
sources:
- id: PZO1123
pages: '9'
- id: PZO1115
pages: '179'
spellFailure: 5
subType: shield
weight:
value: 7
type: equipment

View File

@@ -0,0 +1,65 @@
_id: iRB7ACzHf14VIk4M
_key: '!items!iRB7ACzHf14VIk4M'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-light-metal.png
name: Light Steel Shield
system:
actions:
- _id: 5a7rixUDzivoeqkq
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 3, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 1
material:
base:
value: steel
value: 1
description:
value: >-
<p>You strap a light steel shield to your forearm and grip it with your
hand. A light steel shields weight lets you carry other items in that
hand, although you cannot use weapons with it. Whether wooden or steel, a
light shield offers the same basic protection and attack benefits, though
the two varieties respond differently to some spells and effects (such as
rusting grasp). A druid can use a light wooden shield, but not a light
steel shield.<p>Shield Bash Attacks: You can bash an opponent with a light
shield. See “light shield” on Table 15: Martial Weapons for the damage
dealt by a shield bash with a light shield. Used this way, a light shield
is a martial bludgeoning weapon. For the purpose of penalties on attack
rolls, treat a light shield as a light weapon. If you use your shield as a
weapon, you lose its AC bonus until your next turn. An enhancement bonus
on a shield does not improve the effectiveness of a shield bash made with
it, but the shield can be made into a magic weapon in its own right.</p>
equipmentSubtype: lightShield
hardness: 10
price: 9
slot: shield
sources:
- id: PZO1110
pages: 142, 148, 151, 152
spellFailure: 5
subType: shield
weight:
value: 6
type: equipment

View File

@@ -0,0 +1,60 @@
_id: mcDNhbR4RQ5Z1ckQ
_key: '!items!mcDNhbR4RQ5Z1ckQ'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-light-wood.png
name: Light Wooden Shield (Quickdraw)
system:
actions:
- _id: Gj00ulVkHNK1ec0K
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 3, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 2
material:
base:
value: wood
value: 1
description:
value: >-
<p>A light wooden shield is essentially the same as a light steel shield,
except it responds differently to some spells and effects (such as rusting
grasp). A druid can use a light wooden shield, but not a light steel
shield.</p>
equipmentSubtype: lightShield
hardness: 5
hp:
max: 7
value: 7
price: 53
slot: shield
sources:
- id: PZO1123
pages: '9'
- id: PZO1115
pages: '179'
spellFailure: 5
subType: shield
weight:
value: 6
type: equipment

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@@ -0,0 +1,58 @@
_id: l1qNkx4xGXelq6yY
_key: '!items!l1qNkx4xGXelq6yY'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-light-wood.png
name: Light Wooden Shield
system:
actions:
- _id: ssnk6JSRh4Vo04Z9
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 3, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 1
material:
base:
value: wood
value: 1
description:
value: >-
<p>A light wooden shield is essentially the same as a light steel shield,
except it responds differently to some spells and effects (such as rusting
grasp). A druid can use a light wooden shield, but not a light steel
shield.</p>
equipmentSubtype: lightShield
hardness: 5
hp:
max: 7
value: 7
price: 3
slot: shield
sources:
- id: PZO1110
pages: 142, 148, 151, 152
spellFailure: 5
subType: shield
weight:
value: 5
type: equipment

View File

@@ -0,0 +1,33 @@
_id: wVKTG7gN2I8jalGg
_key: '!items!wVKTG7gN2I8jalGg'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/mountain-pattern.PNG
name: Mountain Pattern
system:
armor:
acp: 4
dex: 3
material:
base:
value: steel
value: 6
baseTypes:
- Mountain Pattern
description:
value: >-
<p>This medium armor consists of hundreds of small, interlocking pieces of
steel shaped to resemble an ancient symbol for the word “mountain.” The
mail is then riveted to a cloth or leather backing. It is worn like a mail
coat and covers your torso, shoulders, and thighs.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 30
value: 30
price: 250
slot: armor
spellFailure: 30
weight:
value: 40
type: equipment

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@@ -0,0 +1,45 @@
_id: XILfVRciS611ZJvm
_key: '!items!XILfVRciS611ZJvm'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/o-yoroi.png
name: O-Yoroi
system:
armor:
acp: 6
dex: 2
material:
base:
value: steel
value: 8
baseTypes:
- O-Yoroi
description:
value: >-
<p>Worn almost exclusively by highranking samurai, o-yoroi—or “great
armor”—is a heavy combat armor that consists of various supplementary
components that include both plate and lamellar elements. Each suit is
crafted for a specific individual and displays the owners aesthetic. Upon
completion, the suit is colored and sealed with a final lacquer finish.
The centerpiece of o-yoroi is a cuirass consisting of two parts—a separate
reinforcement for the right side called a waidate, and a kikko cuirass.
The upper part of the waidate consists of a leather-covered iron plate.
The cuirasss leather shoulder straps—called watagami—are likewise armored
with metal plates. Affixed to the cuirass are a number of supplementary
pieces, including wide lamellar shoulder guards, a kikko sleeve for the
shield arm, lacquered iron greaves worn over padded silk leggings, and a
groin protector. The signature component of each suit of armor is the
tiered kabuto helmet and its accompanying ho-ate mask. Ho-ate masks can be
made of hardened leather or metal and are fashioned into fearsome visages
such as oni, dragons, or other mythical beings.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 40
value: 40
price: 1700
slot: armor
spellFailure: 35
weight:
value: 45
type: equipment

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@@ -0,0 +1,34 @@
_id: ziXQ1DlDMGTAUOe9
_key: '!items!ziXQ1DlDMGTAUOe9'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/padded.png
name: Padded Armor
system:
armor:
dex: 8
material:
base:
value: cloth
value: 1
baseTypes:
- Padded Armor
description:
value: >-
<p>More than simple clothing, padded armor combines heavy, quilted cloth
and layers of densely packed stuffing to create a cheap and basic
protection. It is typically worn by those not intending to face lethal
combat or those who wish their maneuverability to be impacted as little as
possible.</p>
hp:
max: 5
value: 5
price: 5
slot: armor
sources:
- id: PZO1110
pages: '151'
spellFailure: 5
weight:
value: 10
type: equipment

View File

@@ -0,0 +1,38 @@
_id: 9UAJTH51u59M1tau
_key: '!items!9UAJTH51u59M1tau'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/parade-armor.png
name: Parade Armor
system:
armor:
acp: 1
dex: 5
material:
base:
value: leather
value: 3
baseTypes:
- Parade Armor
description:
value: >-
<p>Most wealthy countries with standing armies have a different uniform
for use in showy noncombat situations such as parades, coronation
ceremonies, and so on. The appearance of this armor varies by the country
of origin and the branch of the military, but still provides some
protection in case the soldier needs to fight while in parade dress. For
example, one countrys parade armor may be a chain shirt, tabard, leather
greaves, and a winged helm. If youre wearing a countrys parade armor,
you gain a +2 circumstance bonus on Diplomacy and Intimidate checks to
influence a person from that country. Depending on the country, parade
armor may be crafted from leather, metal, or a mixture of both.</p>
hardness: 10
hp:
max: 15
value: 15
price: 25
slot: armor
spellFailure: 15
weight:
value: 20
type: equipment

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@@ -0,0 +1,39 @@
_id: J3o844mQGeLhJk0V
_key: '!items!J3o844mQGeLhJk0V'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/poisoners-buckler.PNG
name: Poisoner's Buckler
system:
armor:
material:
base:
value: steel
normal:
value: mithral
value: 1
description:
value: >-
<p>Half-drow make these bucklers to allow for quick application of exactly
the right poison in the middle of combat. This mithral buckler is painted
black with three deep grooves running over the surface, each fitted with a
slot that can hold a vial of poison. As a move action, the user can swipe
a weapon over the surface of the buckler, coating it with a single dose of
poison. The buckler can hold 3 doses of poison. If the wearer does not
have the poison use ability, she faces the standard risk of poisoning
herself</p>
equipmentSubtype: other
hardness: 10
hp:
max: 5
value: 5
masterwork: true
price: 1505
slot: shield
sources:
- id: PZO9491
pages: '23'
subType: shield
weight:
value: 3
type: equipment

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@@ -0,0 +1,32 @@
_id: 6gpjknDwY1HNvQcU
_key: '!items!6gpjknDwY1HNvQcU'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/quilted-cloth.PNG
name: Quilted Cloth
system:
armor:
dex: 8
material:
base:
value: cloth
value: 1
baseTypes:
- Quilted Cloth
description:
value: >-
<p>This enhanced form of padded armor has internal layers specifically
designed to trap arrows, bolts, darts, shuriken, thrown daggers, and other
small ranged piercing weapons. When these kinds of weapons strike you,
they tend to become snagged in these layers and fail to harm you. Wearing
quilted cloth armor gives you DR 3/— against attacks of this kind. The
special layers of the armor have no effect on other kinds of weapons.</p>
hp:
max: 5
value: 5
price: 100
slot: armor
spellFailure: 10
weight:
value: 15
type: equipment

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@@ -0,0 +1,30 @@
_id: 2LKdIUyCk6Imz6Gq
_key: '!items!2LKdIUyCk6Imz6Gq'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/reinforced-tunic.PNG
name: Reinforced Tunic
system:
armor:
dex: 5
material:
base:
value: cloth
value: 1
baseTypes:
- Reinforced Tunic
description:
value: >-
<p>Sometimes called a leine, this belted tunic has thick cords woven
through it that cover vital areas. A reinforced tunics armor bonus is
increased by 2 against attack rolls made to confirm critical hits against
the wearer.</p>
hp:
max: 5
value: 5
price: 1
slot: armor
spellFailure: 5
weight:
value: 5
type: equipment

View File

@@ -0,0 +1,28 @@
_id: gcw5rPJ8u0i6IjhV
_key: '!items!gcw5rPJ8u0i6IjhV'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/rosewood.png
name: Rosewood Armor
system:
armor:
dex: 6
material:
base:
value: leather
value: 2
baseTypes:
- Rosewood Armor
description:
value: >-
<p>This suit of leather armor is wrapped in special rose vines. Treat this
as leather armor with armor spikes. The vines must be watered with at
least 1 gallon of water each day or they wither and die, turning the armor
into normal leather armor.</p>
hardness: 2
price: 50
slot: armor
spellFailure: 10
weight:
value: 15
type: equipment

View File

@@ -0,0 +1,37 @@
_id: nnDSj5NxUb9Q8z8S
_key: '!items!nnDSj5NxUb9Q8z8S'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/scale-mail.png
name: Scale Mail
system:
armor:
acp: 4
dex: 3
material:
base:
value: steel
value: 5
baseTypes:
- Scale Mail
description:
value: >-
<p>Scale mail is made up of dozens of small, overlapping metal plates.
Similar to both splint mail and banded mail, scalemail has a flexible
arrangement of scales in an attempt to avoid hindering the wearers
mobility, but at the expense of omitting additional protective layers of
armor. A suit of scale mail includes gauntlets.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 25
value: 25
price: 50
slot: armor
sources:
- id: PZO1110
pages: '151'
spellFailure: 25
weight:
value: 30
type: equipment

View File

@@ -0,0 +1,10 @@
_id: DtVJVwL87ELQxk7u
_key: '!folders!DtVJVwL87ELQxk7u'
color: null
flags: {}
folder: null
name: Shields
sort: 100000
sorting: a
type: Item

View File

@@ -0,0 +1,28 @@
_id: 9d4JuiQocfhoMewg
_key: '!items!9d4JuiQocfhoMewg'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/silken-ceremonial.png
name: Silken Ceremonial
system:
armor:
material:
base:
value: cloth
value: 1
baseTypes:
- Silken Ceremonial
description:
value: >-
<p>Used for ceremonial displays or occasionally worn (albeit with no
additional benefit) over heavier armor, these robes consist of several
layers of cloth and an outer layer of silk intricately woven with gold
brocade designs and covered with metal studs.</p>
hp:
max: 5
value: 5
price: 30
slot: armor
weight:
value: 4
type: equipment

View File

@@ -0,0 +1,31 @@
_id: tCw8lthSpIXzvCOj
_key: '!items!tCw8lthSpIXzvCOj'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/spider-silk-bodysuit.PNG
name: Spider-Silk Bodysuit
system:
armor:
acp: 1
dex: 6
material:
base:
value: cloth
value: 3
baseTypes:
- Spider-Silk Bodysuit
description:
value: >-
<p>This exotic form-fitting garment is woven entirely from alchemically
treated silk harvested from giant spiders or other arachnid creatures. If
you have the drows weapon familiarity racial trait, you treat the
spider-silk bodysuits maximum Dexterity bonus as 2 higher.</p>
hp:
max: 15
value: 15
price: 850
slot: armor
spellFailure: 10
weight:
value: 4
type: equipment

View File

@@ -0,0 +1,37 @@
_id: CRtBIIyBtNCsxztO
_key: '!items!CRtBIIyBtNCsxztO'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/splint-mail.png
name: Splint Mail
system:
armor:
acp: 7
dex: 0
material:
base:
value: steel
value: 7
baseTypes:
- Splint Mail
description:
value: >-
<p>Splint mail is made up of overlapping layers of metal strips attached
to a backing of leather or sturdy fabric. These splints are of greater
size and durability than those that compose a suit of scale mail,
improving the protection they afford the wearer, but at the cost of
flexibility. A suit of splint mail includes gauntlets.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 35
value: 35
price: 200
slot: armor
sources:
- id: PZO1110
pages: 151, 153
spellFailure: 40
weight:
value: 45
type: equipment

View File

@@ -0,0 +1,36 @@
_id: Nt2xduBMY9qmPOMg
_key: '!items!Nt2xduBMY9qmPOMg'
folder: 33jGfHlDL34jvwnX
img: systems/pf1/icons/items/armor/lamellar-steel.PNG
name: Steel Lamellar
system:
armor:
acp: 5
dex: 3
material:
base:
value: steel
value: 6
baseTypes:
- Lamellar
description:
value: >-
<p>Lamellar is a type of armor in which small plates of various types of
materials are strung together in parallel rows using fine cord. Lamellar
plates can be constructed from lacquered leather, horn, or even stone,
though suits of iron and steel are the most common. Lamellar armor can be
crafted into various shapes, including partial pieces such as
breastplates, greaves, or even entire coats. The properties of specific
suits and pieces of lamellar armor are determined by their material.</p>
equipmentSubtype: mediumArmor
hardness: 10
hp:
max: 30
value: 30
price: 150
slot: armor
spellFailure: 25
weight:
value: 35
type: equipment

View File

@@ -0,0 +1,70 @@
_id: h8Jq6rEHJ8xc4SIn
_key: '!items!h8Jq6rEHJ8xc4SIn'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/madu.png
name: Steel Madu
system:
actions:
- _id: fcJZ5sGKl3MfQMcK
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
value: '0'
armor:
acp: 2
material:
base:
value: steel
value: 1
description:
value: >-
<p>The madu is a round, light leather shield with two animal horns—usually
from an antelope—extending from opposite edges of the shield. If you are
proficient with the madu, you may use it to fight defensively with a 2
penalty instead of the normal 4, and your attack penalty for using Combat
Expertise improves by +1 (minimum 1 penalty). You cannot hold anything
else in the hand that bears a madu. If you are not proficient with the
madu, treat it as a light spiked shield. A madu cant be disarmed. While
traditional madus are crafted from leather and animal horn, they can be
made entirely out of metal. Whether leather or steel, a madu offers the
same basic protection and attack benefits, though the two varieties
respond differently to some spells and effects (such as rusting grasp). A
druid can use a leather madu, but not a steel madu.</p>
equipmentSubtype: lightShield
hardness: 10
price: 50
slot: shield
sources:
- id: PZO1123
pages: '20'
- id: PZO9404
pages: '22'
- id: PZO9410
pages: '4'
- id: PZO1118
pages: '144'
spellFailure: 5
subType: shield
weight:
value: 6
type: equipment

View File

@@ -0,0 +1,59 @@
_id: Lq7YjIXW1SfV4EKr
_key: '!items!Lq7YjIXW1SfV4EKr'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-heavy-metal.png
name: Steel Snarlshield
system:
actions:
- _id: 8pYn5Bv9wzk9XSkW
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 3
material:
base:
value: steel
value: 2
description:
value: >-
<p>The snarlshield is a heavy shield that features a dozen rods protruding
from its surface. When used as a weapon to bash an opponent, a snarlshield
has the disarm quality.</p>
equipmentSubtype: heavyShield
hardness: 10
hp:
max: 20
value: 20
price: 50
slot: shield
sources:
- id: PZO9481
pages: '6'
- id: PZO9411
pages: '22'
spellFailure: 15
subType: shield
weight:
value: 20
type: equipment

View File

@@ -0,0 +1,36 @@
_id: f8Gm8CXYhEqCCNIR
_key: '!items!f8Gm8CXYhEqCCNIR'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/lamellar-stone-coat.png
name: Stone Lamellar
system:
armor:
acp: 7
dex: 0
material:
base:
value: stone
value: 8
baseTypes:
- Lamellar
description:
value: >-
<p>Lamellar is a type of armor in which small plates of various types of
materials are strung together in parallel rows using fine cord. Lamellar
plates can be constructed from lacquered leather, horn, or even stone,
though suits of iron and steel are the most common. Lamellar armor can be
crafted into various shapes, including partial pieces such as
breastplates, greaves, or even entire coats. The properties of specific
suits and pieces of lamellar armor are determined by their material.</p>
equipmentSubtype: heavyArmor
hardness: 8
hp:
max: 40
value: 40
price: 500
slot: armor
spellFailure: 40
weight:
value: 45
type: equipment

View File

@@ -0,0 +1,33 @@
_id: khCNizGc3q1SZsXg
_key: '!items!khCNizGc3q1SZsXg'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/stone-plate.png
name: Stoneplate
system:
armor:
acp: 6
dex: 1
material:
base:
value: stone
value: 9
baseTypes:
- Stoneplate
description:
value: >-
<p>This armor is crafted by dwarven stonesmiths from alchemically
strengthened plates of basalt. Stoneplate is heavy and unwieldy, but
offers incredible protection to its wearer. It is primarily used by
dwarven druids who cannot wear metal armor.</p>
equipmentSubtype: heavyArmor
hardness: 8
hp:
max: 45
value: 45
price: 1800
slot: armor
spellFailure: 35
weight:
value: 75
type: equipment

View File

@@ -0,0 +1,37 @@
_id: xeuREriTfdZR1yCD
_key: '!items!xeuREriTfdZR1yCD'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/studded-leather.PNG
name: Studded Leather Armor
system:
armor:
acp: 1
dex: 5
material:
base:
value: leather
value: 3
baseTypes:
- Studded Leather Armor
description:
value: >-
<p>An improved form of leather armor, studded leather armor is covered
with dozens of metal protuberances. While these rounded studs offer little
defense individually, in the numbers they are arrayed in upon such armor,
they help catch lethal edges and channel them away from vital spots. The
rigidity caused by the additional metal does, however, result in less
mobility than is afforded by a suit of normal leather armor.</p>
hardness: 2
hp:
max: 15
value: 15
price: 25
slot: armor
sources:
- id: PZO1110
pages: 151, 153
spellFailure: 15
weight:
value: 20
type: equipment

View File

@@ -0,0 +1,34 @@
_id: tmCIvphURV00VhY2
_key: '!items!tmCIvphURV00VhY2'
folder: cTxChlqZ2nSmuKP5
img: systems/pf1/icons/items/armor/tatami-do.png
name: Tatami-Do
system:
armor:
acp: 6
dex: 3
material:
base:
value: steel
value: 7
baseTypes:
- Tatami-Do
description:
value: >-
<p>Worn by samurai as a lighter-weight alternative to o-yoroi, tatami-do
is a full-body field armor that combines both metal lamellar and kikko
components into a suit of mail with a cloth backing. It typically includes
a collapsible kabuto helmet or an armored hood, as well as arm, shoulder,
and thigh guards.</p>
equipmentSubtype: heavyArmor
hardness: 10
hp:
max: 35
value: 35
price: 1000
slot: armor
spellFailure: 35
weight:
value: 45
type: equipment

View File

@@ -0,0 +1,64 @@
_id: 3mQTIhwAaZgvJq12
_key: '!items!3mQTIhwAaZgvJq12'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-tower.PNG
name: Tower Shield
system:
actions:
- _id: QXyItA3mOcUSLR3f
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: round
value: '1'
name: Grant total cover
range:
units: melee
armor:
acp: 10
dex: 2
material:
base:
value: wood
value: 4
changes:
- _id: 16dXxr9a
formula: '-2'
target: attack
type: untyped
description:
value: >-
<p>This massive wooden shield is nearly as tall as its user. In most
situations, it provides the indicated shield bonus to your AC. As a
standard action, however, you can use a tower shield to grant you total
cover until the beginning of your next turn. When using a tower shield in
this way, you must choose one edge of your space. That edge is treated as
a solid wall for attacks targeting you only. You gain total cover for
attacks that pass through this edge and no cover for attacks that do not
pass through this edge (see cover, Core Rulebook 195). The shield does
not, however, provide cover against targeted spells; a spellcaster can
cast a spell on you by targeting the shield you are holding. You cannot
bash with a tower shield, nor can you use your shield hand for anything
else.<p>When employing a tower shield in combat, you take a 2 penalty on
attack rolls because of the shields encumbrance.</p>
equipmentSubtype: towerShield
hardness: 5
hp:
max: 20
value: 20
price: 30
slot: shield
sources:
- id: PZO1123
pages: '9'
- id: PZO1110
pages: 151, 153
spellFailure: 50
subType: shield
weight:
value: 45
type: equipment

View File

@@ -0,0 +1,32 @@
_id: yLlOfnD759pfPms8
_key: '!items!yLlOfnD759pfPms8'
folder: LQyo9lDGQU29eyig
img: systems/pf1/icons/items/armor/wooden.png
name: Wooden Armor
system:
armor:
acp: 1
dex: 3
material:
base:
value: wood
value: 3
baseTypes:
- Wooden Armor
description:
value: >-
<p>This suit of leather armor has plates of fire-treated wood sewn over
vital areas. Though not as effective as metal armor, it offers better
protection than leather alone. Unlike metal armor, the wood is slightly
buoyant, and the armor check penalty for swimming in this armor is 0.</p>
hardness: 2
hp:
max: 15
value: 15
price: 20
slot: armor
spellFailure: 15
weight:
value: 25
type: equipment

View File

@@ -0,0 +1,59 @@
_id: OZHfmAh4i6Bkoun3
_key: '!items!OZHfmAh4i6Bkoun3'
folder: DtVJVwL87ELQxk7u
img: systems/pf1/icons/items/armor/shield-heavy-wood.png
name: Wooden Snarlshield
system:
actions:
- _id: T05SJ7ZCEohKivG5
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Bash
range:
units: melee
armor:
acp: 3
material:
base:
value: wood
value: 2
description:
value: >-
<p>The snarlshield is a heavy shield that features a dozen rods protruding
from its surface. When used as a weapon to bash an opponent, a snarlshield
has the disarm quality.</p>
equipmentSubtype: heavyShield
hardness: 5
hp:
max: 15
value: 15
price: 50
slot: shield
sources:
- id: PZO9481
pages: '6'
- id: PZO9411
pages: '22'
spellFailure: 15
subType: shield
weight:
value: 20
type: equipment

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@@ -0,0 +1,209 @@
_id: ULCbksaP9uXP7e5M
_key: '!actors!ULCbksaP9uXP7e5M'
img: systems/pf1/icons/skills/fire_01.jpg
items:
- _id: NDsOpKu3vouOU59k
_key: '!actors.items!ULCbksaP9uXP7e5M.NDsOpKu3vouOU59k'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.g3gX00gTvJU478ju
img: systems/pf1/icons/skills/green_05.jpg
name: Vermin
system:
bab: med
description:
value: >-
<p>This type includes insects, arachnids, other arthropods, worms, and
similar invertebrates.</p>
<h2>Features</h2>
<p>Vermin have the following features.</p>
<ul>
<li>d8 Hit Die.</li>
<li>Base attack bonus equal to 3/4 total Hit Dice (medium
progression).</li>
<li>Good <em>Fortitude</em> saves.</li>
<li>Skill points equal to 2 + Int modifier (minimum 1) per Hit Die.
Most vermin, however, are mindless and gain no skill points or feats.
Vermin have no class skills.</li>
</ul>
<h2>Traits</h2>
<p>Vermin possess the following traits (unless otherwise noted in a
creatures entry).</p>
<ul>
<li>Mindless: No <em>Intelligence</em> score, and immunity to all
mind-affecting effects (charms, compulsions, morale effects, patterns,
and phantasms). A vermin-like creature with an <em>Intelligence</em>
score is usually either an animal or a magical beast, depending on its
other abilities.</li>
<li><em>Darkvision</em> 60 feet.</li>
<li>Proficient with its natural weapons only.</li>
<li>Proficient with no armor.</li>
<li>Vermin breathe, eat, and sleep.</li>
</ul>
hp: 4
savingThrows:
fort:
value: high
skillsPerLevel: 2
subType: racial
tag: vermin
type: class
- _id: ch1Ye5qIAv8KvW0M
_key: '!actors.items!ULCbksaP9uXP7e5M.ch1Ye5qIAv8KvW0M'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.szjeStouwI3F3WdP
img: systems/pf1/icons/skills/red_29.jpg
name: Bite
system:
actions:
- _id: jxtofrfc2lcw0osl
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
- bludgeoning
- slashing
img: systems/pf1/icons/skills/red_29.jpg
name: Attack
range:
units: melee
tag: bite
baseTypes:
- Bite
description:
value: >-
<p>A primary natural weapon that crushes, tears and tears with teeth
and jaws.</p><p>It deals bludgeoning, slashing or piercing damage,
whichever is most beneficial one.</p><hr /><p>For general rules on
natural attacks, see:
@UUID[Compendium.pf1.pf1e-rules.nBnUY0koBzXqoEft.JournalEntryPage.8zivKFrhTVkbtjm3]{Natural
Attacks} (UMR).</p>
proficient: true
subType: natural
weaponGroups:
value:
- natural
type: attack
- _id: qahEsoY1PKsoWPPX
_key: '!actors.items!ULCbksaP9uXP7e5M.qahEsoY1PKsoWPPX'
img: systems/pf1/icons/spells/light-sky-3.jpg
name: Luminescence
system:
abilityType: ex
description:
value: >-
<p>A fire beetle's glowing glands provide light in a 10-foot radius. A
dead fire beetles luminescent glands continue to glow for 1d6 days
after its death.</p>
sources:
- id: PZO1112
pages: '33'
subType: misc
uses:
maxFormula: '1'
value: 1
type: feat
- _id: p6CcTmUYKQ9l0ozO
_key: '!actors.items!ULCbksaP9uXP7e5M.p6CcTmUYKQ9l0ozO'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.qe671ZP4ZsO5cbrt
img: icons/creatures/eyes/humanoid-single-yellow.webp
name: Low-Light Vision
system:
abilityType: ex
description:
value: >-
<p>A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light.
It retains the ability to distinguish color and detail under these
conditions.</p><p><em>Format:</em> low-light
vision</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1112
pages: '301'
- id: PZO1127
pages: '296'
- id: PZO1133
pages: '295'
- id: PZO1137
pages: '295'
subType: misc
type: feat
name: Fire Beetle
prototypeToken:
light:
color: '#f57900'
dim: 10
sight:
enabled: true
texture:
src: systems/pf1/icons/skills/fire_01.jpg
system:
abilities:
cha:
value: 7
con:
value: 11
dex:
value: 11
int:
value: null
attributes:
cmdNotes: 17 vs. trip
naturalAC: 1
quadruped: true
speed:
fly:
base: 30
maneuverability: poor
details:
biography:
value: >-
<p>Although nocturnal, the fire beetle lacks darkvision—it relies on its
own glowing glands for illumination. Caged fire beetles are a popular
source of long-lasting illumination among eccentrics and miners.</p>
cr:
base: 0.3375
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 33</em></p>
traits:
ci:
value:
- mindAffecting
senses:
ll:
enabled: true
size: sm
type: npc

View File

@@ -0,0 +1,592 @@
_id: sozB4GqGGPvdJ0PY
_key: '!actors!sozB4GqGGPvdJ0PY'
img: systems/pf1/icons/races/goblin.png
items:
- _id: g9Dlg66yJNbzeJ0C
_key: '!actors.items!sozB4GqGGPvdJ0PY.g9Dlg66yJNbzeJ0C'
flags:
core:
sourceId: Compendium.pf1.races.Item.bOv30pyHB1gFbSTj
img: systems/pf1/icons/races/goblin.png
name: Goblin
system:
changes:
- _id: iQgVV9Pc
formula: '4'
target: dex
type: racial
- _id: ONfw8KnD
formula: '-2'
target: str
type: racial
- _id: qzNkiF7M
formula: '-2'
target: cha
type: racial
- _id: 0xm2NjdF
formula: '4'
target: skill.rid
type: racial
- _id: w8XUnAl2
formula: '4'
target: skill.ste
type: racial
description:
value: >-
<h2>Starting
Age</h2><table><thead><tr><th>Adulthood</th><th>Intuitive<sup>1</sup></th><th>Self-Taught<sup>2</sup></th><th>Trained<sup>3</sup></th></tr></thead><tbody><tr><td>12
years</td><td><p>+1d4 years<br />(13 16 years)</p></td><td><p>+1d6
years<br />(13 18 years)</p></td><td><p>+2d6 years<br />(14 24
years)</p></td></tr></tbody></table><p><sup>1</sup> This category
includes barbarians, oracles, rogues, and sorcerers.<br /><sup>2</sup>
This category includes bards, cavaliers, fighters, gunslingers,
paladins, rangers, summoners, and witches.<br /><sup>3</sup> This
category includes alchemists, clerics, druids, inquisitors, magi,
monks, and wizards.</p><h2>Height and
Weight</h2><table><thead><tr><th>Gender</th><th>Base
Height</th><th>Height Modifier</th><th>Base Weight</th><th>Weight
Modifier</th></tr></thead><tbody><tr><td>Male</td><td>2 ft. 8
in.</td><td><p>+2d4 in.<br />(2 ft 10 in. 3 ft. 4
in.)</p></td><td>30 lbs.</td><td><p>+(2d4 lbs.)<br />(32 38
lbs.)</p></td></tr><tr><td>Female</td><td>2 ft. 6 in.</td><td><p>+2d4
in.<br />(2 ft. 8 in. 3 ft. 2 in.)</p></td><td>25
lbs.</td><td><p>+(2d4 lbs.)<br />(27 33
lbs.)</p></td></tr></tbody></table><h2>Standard Racial
Traits</h2><ul><li><strong>Ability Score Modifiers</strong>: Goblins
are fast, but weak and unpleasant to be around. They gain +4
<em>Dexterity</em>, -2 <em>Strength</em>, and -2
<em>Charisma</em>.</li><li><strong>Type</strong>: Goblins are
<em>humanoids</em> with the <em>goblinoid</em>
subtype.</li><li><strong>Size</strong>: Goblins are Small creatures
and thus gain a +1 <em>size bonus</em> to their AC, a +1 <em>size
bonus</em> on <em>attack rolls</em>, a -1 penalty to their
<em>CMB</em> and <em>CMD</em>, and a +4 <em>size bonus</em> on
<em>Stealth</em> checks.</li><li><strong>Base Speed</strong>: Goblins
are fast for their size, and have a base speed of 30
feet.</li><li><strong>Languages</strong>: Goblins begin play speaking
Goblin. Goblins with high <em>Intelligence</em> scores can choose from
the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and
Orc. See the <em>Linguistics skill page</em> for more information
about these languages.</li></ul><h3>Feat and Skill Racial
Traits</h3><ul><li><strong>Skilled</strong>: Goblins gain a +4
<em>racial bonus</em> on
@UUID[Compendium.pf1.pf1e-rules.x175kVqUfLGPt8tC.JournalEntryPage.xQbTtefpEfEaOYo7]{Ride}
and
@UUID[Compendium.pf1.pf1e-rules.x175kVqUfLGPt8tC.JournalEntryPage.wRWHk7tCUHR99PzD]{Stealth}
checks.</li></ul><h3>Movement Racial Traits</h3><ul><li><strong>Fast
Movement</strong>: Goblins gain a +10 foot bonus to their base speed
(this is already added to their Base Speed above.)</li></ul><h3>Senses
Racial Traits</h3><ul><li><strong>Darkvision</strong>: Goblins see
perfectly in the dark up to 60 feet.</li></ul>
languages:
value:
- goblin
size: sm
sources:
- id: PZO9280
pages: '244'
speeds:
land: 30
subTypes:
- Goblinoid
tags:
- Uncommon
type: race
- _id: g2Iie7MnYakof1Ve
_key: '!actors.items!sozB4GqGGPvdJ0PY.g2Iie7MnYakof1Ve'
flags:
core:
sourceId: Compendium.pf1.classes.Item.KfcnHrgAMpBhScKB
img: systems/pf1/icons/items/weapons/club.PNG
name: Warrior
system:
armorProf:
value:
- lgt
- med
- hvy
- shl
- twr
bab: high
classSkills:
art: true
clm: true
crf: true
han: true
int: true
lor: true
pro: true
rid: true
swm: true
description:
value: >-
<h2>Class Skills</h2><p>The warriors class skills (and the key
ability for each skill) are Climb (Str), Craft (Int), <em>Handle
Animal</em> (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and
Swim (Str).</p>
hd: 10
hp: 5
savingThrows:
fort:
value: high
skillsPerLevel: 2
subType: npc
tag: warrior
weaponProf:
value:
- simple
- martial
type: class
- _id: 0jogyxRE2kncrzzT
_key: '!actors.items!sozB4GqGGPvdJ0PY.0jogyxRE2kncrzzT'
flags:
core:
sourceId: Compendium.pf1.feats.Item.Uuiu3p982omhMEPj
img: systems/pf1/icons/feats/improved-initiative.jpg
name: Improved Initiative
system:
changes:
- _id: boYEW5Pa
formula: '4'
target: init
type: untyped
description:
value: >-
<p><em>Your quick reflexes allow you to react rapidly to
danger.</em></p><p><strong>Benefits</strong>: You get a +4 bonus on
initiative checks.</p>
sources:
- id: PZO1110
pages: 115, 127
tags:
- Combat
type: feat
- _id: iBcabjRUwJDTurDL
_key: '!actors.items!sozB4GqGGPvdJ0PY.iBcabjRUwJDTurDL'
flags:
core:
sourceId: Compendium.pf1.armors-and-shields.Item.6YCQkebsf4vR508H
img: systems/pf1/icons/items/armor/leather.PNG
name: Leather Armor
system:
armor:
dex: 6
material:
base:
value: leather
value: 2
baseTypes:
- Leather Armor
description:
value: >-
<p>Leather armor is made up of multiple overlapping pieces of leather,
boiled to increase their natural toughness and then deliberately
stitched together. Although not as sturdy as metal armor, the
flexibility it allows wearers makes it among the most widely used
types of armor.</p>
hardness: 2
price: 10
size: sm
slot: armor
sources:
- id: PZO1110
pages: '151'
spellFailure: 10
weight:
value: 15
type: equipment
- _id: 3qntOPa41iNl7h0w
_key: '!actors.items!sozB4GqGGPvdJ0PY.3qntOPa41iNl7h0w'
flags:
core:
sourceId: Compendium.pf1.armors-and-shields.Item.l1qNkx4xGXelq6yY
img: systems/pf1/icons/items/armor/shield-light-wood.png
name: Light Wooden Shield
system:
armor:
acp: 1
material:
base:
value: leather
value: 1
description:
value: >-
<p>A light wooden shield is essentially the same as a light steel
shield, except it responds differently to some spells and effects
(such as rusting grasp). A druid can use a light wooden shield, but
not a light steel shield.</p>
equipmentSubtype: lightShield
hardness: 5
hp:
max: 7
value: 7
price: 3
size: sm
slot: shield
sources:
- id: PZO1110
pages: 151, 152
spellFailure: 5
subType: shield
weight:
value: 5
type: equipment
- _id: QRPzeIV6DlJq2xb8
_key: '!actors.items!sozB4GqGGPvdJ0PY.QRPzeIV6DlJq2xb8'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.05rD6YP5sVSrKY28
img: systems/pf1/icons/items/weapons/sword-short.PNG
name: Shortsword
system:
actions:
- _id: lkzee7hknlqx9chs
ability:
attack: str
critRange: 19
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Shortsword
description:
value: >-
<p>Short swords are some of the most common weapons found in any
martial society, and thus designs are extremely varied, depending on
the region and creator. Most are around 2 feet in length. Their blades
can be curved or straight, single- or double-edged, and wide or
narrow. Hilts may be ornate or simple, with crossguards, basket hilts,
or no guard at all. Such weapons are often used on their own, but can
also be paired as a matched set, or used in conjunction with a dagger
or longer sword.</p>
hardness: 10
hp:
max: 2
value: 2
links:
children:
- uuid: .Item.sSAycXieP9c2Anz4
material:
base:
value: steel
price: 10
properties:
fin: true
showInQuickbar: false
size: sm
sources:
- id: PZO1110
pages: 142, 148
- id: PZO1123
pages: '18'
subType: martial
weaponGroups:
value:
- bladesLight
weight:
value: 2
type: weapon
- _id: nDUV33o5xwVEncg2
_key: '!actors.items!sozB4GqGGPvdJ0PY.nDUV33o5xwVEncg2'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.Ata6ajiY9wuAnBLB
img: systems/pf1/icons/items/weapons/shortbow.PNG
name: Shortbow
system:
actions:
- _id: v3teurqmkaib0rai
ability:
attack: dex
critMult: 3
actionType: rwak
activation:
type: attack
unchained:
type: attack
ammo:
type: arrow
damage:
parts:
- formula: sizeRoll(1, 6, @size) + min(@abilities.str.mod, 0)[Strength]
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
maxIncrements: 10
units: ft
value: '60'
ammo:
type: arrow
baseTypes:
- Shortbow
description:
value: >-
<p>A shortbow is made up of one piece of wood about 3 feet in length.
You need two hands to use a bow, regardless of its size. You can use a
shortbow while mounted. If you have a penalty for low Strength, apply
it to damage rolls when you use a shortbow. If you have a bonus for
high Strength, you can apply it to damage rolls when you use a
composite shortbow, but not a regular shortbow. A shortbow fires
arrows.</p>
hardness: 5
hp:
max: 5
value: 5
links:
children:
- uuid: .Item.qkgFSbIdpzUUr0cl
material:
base:
value: steel
price: 30
showInQuickbar: false
size: sm
sources:
- id: PZO1110
pages: 143, 148
- id: PZO9452
pages: '0'
subType: martial
weaponGroups:
value:
- bows
weaponSubtype: ranged
weight:
value: 2
type: weapon
- _id: JVyVrbzcgixIso9N
_key: '!actors.items!sozB4GqGGPvdJ0PY.JVyVrbzcgixIso9N'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.23HXFjpPnuLFOylm
img: systems/pf1/icons/items/weapons/arrow.PNG
name: Arrow
system:
description:
value: >-
<p>An arrow used as a melee weapon is treated as a light improvised
weapon (-4 penalty on attack rolls) and deals damage as a dagger of
its size (critical multiplier x2).</p>
<p>Arrows come in a leather quiver that holds 20 arrows.</p>
equipped: false
extraType: arrow
hardness: 5
hp:
max: 1
value: 1
price: 0.05
quantity: 20
size: sm
sources:
- id: PZO1110
pages: 142, 145
- id: PZO1123
pages: '22'
subType: ammo
unidentified:
price: 0.05
weight:
value: 0.15
type: loot
- _id: IJdOZ2HNcUf3uOE2
_key: '!actors.items!sozB4GqGGPvdJ0PY.IJdOZ2HNcUf3uOE2'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.abPQPu23CmkfWudq
img: icons/creatures/eyes/humanoid-single-blind.webp
name: Darkvision
system:
abilityType: ex
description:
value: >-
<p>A creature with darkvision can see in total darkness, usually to a
range of 60 feet. Within this range, the creature can see as clearly
as a sighted creature could see in an area of bright light. Darkvision
is black and white only but otherwise like normal
sight.</p><p><em>Format:</em> darkvision 60
ft.</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1133
pages: '292'
- id: PZO1127
pages: '292'
- id: PZO1137
pages: '292'
subType: misc
type: feat
- _id: sSAycXieP9c2Anz4
_key: '!actors.items!sozB4GqGGPvdJ0PY.sSAycXieP9c2Anz4'
img: systems/pf1/icons/items/weapons/sword-short.PNG
name: Shortsword
system:
actions:
- _id: aKa67BB8RHBh8nyF
ability:
attack: str
critRange: 19
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Shortsword
proficient: true
showInQuickbar: false
subType: weapon
weaponGroups:
value:
- bladesLight
type: attack
- _id: qkgFSbIdpzUUr0cl
_key: '!actors.items!sozB4GqGGPvdJ0PY.qkgFSbIdpzUUr0cl'
img: systems/pf1/icons/items/weapons/shortbow.PNG
name: Shortbow
system:
actions:
- _id: H7c9lA6odSzWVfxW
ability:
attack: dex
critMult: 3
actionType: rwak
activation:
type: attack
unchained:
type: attack
ammo:
type: arrow
damage:
parts:
- formula: sizeRoll(1, 6, @size) + min(@abilities.str.mod, 0)[Strength]
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
maxIncrements: 10
units: ft
value: '60'
baseTypes:
- Shortbow
proficient: true
showInQuickbar: false
subType: weapon
weaponGroups:
value:
- bows
type: attack
name: Goblin
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/races/goblin.png
system:
abilities:
cha:
value: 8
con:
value: 12
dex:
value: 11
str:
value: 13
wis:
value: 9
attributes:
speed:
burrow:
base: null
climb:
base: null
fly:
base: null
swim:
base: null
details:
alignment: ce
biography:
value: >-
<p>Goblins prefer to dwell in caves, amid large and dense thickets of
thistles and brambles, or in structures built and then abandoned by
others. Very few goblins have the drive to build structures of their
own. Coastlines are favored, as goblins are quite fond of sifting
through junk and flotsam in an unending quest to find treasures among
the refuse of more civilized races.</p><p>Goblin hatred runs deep, and
few things inspire their wrath more than gnomes (who have long fought
against goblins), horses (who frighten goblins tremendously), and
regular dogs (whom goblins regard as pale imitations of goblin
dogs).</p><p>Goblins are also quite superstitious, and treat magic with
a fawning mixture of awe and fear. They have the habit of ascribing
magic to the mundane as well, with fire and writing both taking on
mystical power in goblin society. Fire is much loved by goblins for its
capacity to wreak great destruction and because it doesnt require size
or strength to wield, but written words are hated. Goblins believe that
writing steals words out of your head, and as a result of this belief,
goblins are universally illiterate.</p><p>Goblins are voracious and can
eat their body weight in food daily without growing fat. Goblin lairs
always have numerous storerooms and larders. While they prefer human and
gnome flesh, a goblin wont turn down any food—except, perhaps,
vegetables.</p>
cr:
base: 0.3375
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 156</em></p>
skills:
rid:
rank: 1
swm:
rank: 1
traits:
senses:
dv: 60
size: sm
type: npc

View File

@@ -0,0 +1,521 @@
_id: Pqgajk9PT0l5C2iE
_key: '!actors!Pqgajk9PT0l5C2iE'
img: icons/creatures/unholy/demon-hairy-winged-pink.webp
items:
- _id: NvOfRROzG8g2GhOj
_key: '!actors.items!Pqgajk9PT0l5C2iE.NvOfRROzG8g2GhOj'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.H8FbMUps5Z0gQdvV
img: systems/pf1/icons/skills/mech_7.jpg
name: Construct
system:
bab: high
changes:
- _id: 7bMee6VB
formula: (max(0, @size - 3) * 10) + (max(0, @size - 6) * 10)
target: mhp
type: untypedPerm
description:
value: >-
<p>A construct is an animated object or artificially created
creature.</p>
<h2>Features</h2>
<p>A construct has the following features.</p>
<ul>
<li>d10 Hit Die.</li>
<li>Base attack bonus equal to total Hit Dice (fast progression).</li>
<li>No good saving throws.</li>
<li>Skill points equal to 2 + Int modifier (minimum 1) per Hit Die.
However, most constructs are mindless and gain no skill points or
feats. Constructs do not have any class skills, regardless of their
<em>Intelligence</em> scores.</li>
<li>Construct Size Bonus Hit Points Fine — Diminutive — Tiny — Small
10 Medium 20 Large 30 Huge 40 Gargantuan 60 Colossal 80</li>
</ul>
<h2>Traits</h2>
<p>A construct possesses the following traits (unless otherwise noted
in a creatures entry).</p>
<ul>
<li>No Constitution score. Any DCs or other statistics that rely on a
Constitution score treat a construct as having a score of 10 (no bonus
or penalty).</li>
<li>Low-light vision.</li>
<li>Darkvision 60 feet.</li>
<li>Immunity to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms).</li>
<li>Immunity to disease, death effects, necromancy effects, paralysis,
poison, sleep effects, and stunning.</li>
<li>Cannot heal damage on its own, but often can be repaired via
exposure to a certain kind of effect (see the creatures description
for details) or through the use of the <em>Craft Construct</em> feat.
Constructs can also be healed through spells such as <em>make
whole</em>. A construct with the fast healing special quality still
benefits from that quality.</li>
<li>Not subject to <em>ability damage</em>, <em>ability drain</em>,
fatigue, exhaustion, energy drain, or nonlethal damage.</li>
<li>Immunity to any effect that requires a <em>Fortitude</em> save
(unless the effect also works on objects, or is harmless).</li>
<li>Not at risk of death from massive damage. Immediately destroyed
when reduced to 0 hit points or less.</li>
<li>A construct cannot be raised or resurrected.</li>
<li>A construct is hard to destroy, and gains bonus hit points based
on size, as shown on the following table.</li>
</ul>
<ul>
<li>Proficient with its natural weapons only, unless generally
humanoid in form, in which case proficient with any weapon mentioned
in its entry.</li>
<li>Proficient with no armor.</li>
<li>Constructs do not breathe, eat, or sleep.</li>
</ul>
<h2>Construct Size Bonus Hit Points</h2>
<table border="1">
<tbody>
<tr>
<td>Fine</td>
<td>10</td>
</tr>
<tr>
<td>Diminutive</td>
<td>10</td>
</tr>
<tr>
<td>Tiny</td>
<td>10</td>
</tr>
<tr>
<td>Small</td>
<td>10</td>
</tr>
<tr>
<td>Medium</td>
<td>20</td>
</tr>
<tr>
<td>Large</td>
<td>30</td>
</tr>
<tr>
<td>Huge</td>
<td>40</td>
</tr>
<tr>
<td>Gargantuan</td>
<td>60</td>
</tr>
<tr>
<td>Colossal</td>
<td>80</td>
</tr>
</tbody>
</table>
hd: 10
hp: 11
level: 2
skillsPerLevel: 2
subType: racial
tag: construct
type: class
- _id: T2giFcEScuuYky5N
_key: '!actors.items!Pqgajk9PT0l5C2iE.T2giFcEScuuYky5N'
flags:
core:
sourceId: Compendium.pf1.feats.Item.0bZf3SDkvVOe2ujH
img: systems/pf1/icons/feats/lighting-reflexes.jpg
name: Lightning Reflexes
system:
changes:
- _id: rfDyTF8z
formula: '2'
target: ref
type: untyped
description:
value: >-
<p><em>You have faster reflexes than
normal.</em></p><p><strong>Benefits</strong>: You get a +2 bonus on
all Reflex saving throws.</p>
sources:
- id: PZO1110
pages: 115, 130
tags:
- General
- Saving Throw
type: feat
- _id: bOZ2ntYUb9gRFGy7
_key: '!actors.items!Pqgajk9PT0l5C2iE.bOZ2ntYUb9gRFGy7'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.szjeStouwI3F3WdP
img: systems/pf1/icons/skills/red_29.jpg
name: Bite
system:
actions:
- _id: jxtofrfc2lcw0osl
ability:
attack: str
damage: str
damageMult: 1.5
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size, 2)
type:
custom: ''
values:
- piercing
- bludgeoning
- slashing
img: systems/pf1/icons/skills/red_29.jpg
name: Attack
range:
units: melee
tag: bite
attackNotes:
- plus poison
baseTypes:
- Bite
description:
value: >-
<p>A primary natural weapon that crushes, tears and tears with teeth
and jaws.</p><p>It deals bludgeoning, slashing or piercing damage,
whichever is most beneficial one.</p><hr /><p>For general rules on
natural attacks, see:
@UUID[Compendium.pf1.pf1e-rules.nBnUY0koBzXqoEft.JournalEntryPage.8zivKFrhTVkbtjm3]{Natural
Attacks} (UMR).</p>
proficient: true
subType: natural
weaponGroups:
value:
- natural
type: attack
- _id: dLRQJq2axyYKlPR3
_key: '!actors.items!Pqgajk9PT0l5C2iE.dLRQJq2axyYKlPR3'
img: systems/pf1/icons/spells/link-blue-1.jpg
name: Telepathic Link
system:
abilityType: su
description:
value: >-
<p>A homunculus cannot speak, but the process of creating one links it
telepathically with its creator. A homunculus knows what its master
knows and can convey to him or her everything it sees and hears, out
to a distance of 1,500 feet.</p>
languages:
custom:
- Telepathic link
sources:
- id: PZO1112
pages: '176'
subType: misc
type: feat
- _id: HZ5AOwHntCPvlur0
_key: '!actors.items!Pqgajk9PT0l5C2iE.HZ5AOwHntCPvlur0'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.tM956KLS078oZF72
img: systems/pf1/icons/races/android.png
name: Construct Traits
system:
abilityType: ex
description:
value: >-
<p>Constructs are immune to death effects, disease, mind-affecting
effects (charms, compulsions, morale effects, patterns, and
phantasms), necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect also
works on objects or is harmless). Constructs are not subject to
ability damage, ability drain, energy drain, exhaustion, fatigue, or
nonlethal damage. Constructs are not at risk of death from taking
massive damage.</p><p><em>Format:</em> construct
traits</p><p><em>Location:</em> Immune.</p>
sources:
- id: PZO1112
pages: '299'
- id: PZO1116
pages: '295'
- id: PZO1120
pages: '293'
- id: PZO1127
pages: '291'
- id: PZO1133
pages: '291'
- id: PZO1137
pages: '291'
subType: misc
type: feat
- _id: wMmqDxajo7H0ZCTT
_key: '!actors.items!Pqgajk9PT0l5C2iE.wMmqDxajo7H0ZCTT'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.abPQPu23CmkfWudq
img: icons/creatures/eyes/humanoid-single-blind.webp
name: Darkvision
system:
abilityType: ex
description:
value: >-
<p>A creature with darkvision can see in total darkness, usually to a
range of 60 feet. Within this range, the creature can see as clearly
as a sighted creature could see in an area of bright light. Darkvision
is black and white only but otherwise like normal
sight.</p><p><em>Format:</em> darkvision 60
ft.</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1133
pages: '292'
- id: PZO1127
pages: '292'
- id: PZO1137
pages: '292'
subType: misc
type: feat
- _id: Ynua9MxQUUImnj50
_key: '!actors.items!Pqgajk9PT0l5C2iE.Ynua9MxQUUImnj50'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.qe671ZP4ZsO5cbrt
img: icons/creatures/eyes/humanoid-single-yellow.webp
name: Low-Light Vision
system:
abilityType: ex
description:
value: >-
<p>A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light.
It retains the ability to distinguish color and detail under these
conditions.</p><p><em>Format:</em> low-light
vision</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1112
pages: '301'
- id: PZO1127
pages: '296'
- id: PZO1133
pages: '295'
- id: PZO1137
pages: '295'
subType: misc
type: feat
- _id: 1krZ0FlBKhIuVJDq
_key: '!actors.items!Pqgajk9PT0l5C2iE.1krZ0FlBKhIuVJDq'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.R4HTn8pmyiBaMTC5
img: systems/pf1/icons/races/drow.png
name: Poison
system:
abilityType: ex
actions:
- _id: nWQEJMqSqeqKAevY
actionType: save
activation:
type: nonaction
unchained:
type: nonaction
duration:
units: minute
value: '60'
name: Use
save:
dc: >-
10 + floor(@attributes.hd.total / 2) + @abilities.con.mod +
2[racial]
description: Fortitude negates
type: fort
description:
value: >-
<p>A creature with this ability can poison those it attacks. The
effects of the poison, including its save, frequency, and cure, are
included in the creature's description. The saving throw to resist a
poison is usually a Fortitude save (DC = 10 + 1/2 poisoning creatures
racial HD + that creatures Constitution modifier; the exact DC is
given in the creatures descriptive text). Poisons can be removed
through neutralize poison and similar effects.</p><p><em>Format:</em>
<strong>Poison Name (Ex)</strong> Sting - injury; save Fort DC 22,
frequency 1/round for 6 rounds, effect 1d4 Con damage, cure 2
consecutive saves</p><p><em>Location:</em> Special Attacks and
individual attacks.</p><section class="secret"
id="secret-sCgoWOfowByja0kp"><p>Bite - injury; save Fort DC 13;
frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1
save. The save DC is Constitution-based and includes a +2 racial
bonus.</p></section><section class="secret"
id="secret-QK39LbVHekafjpba"><p><strong>Use:</strong> change the
description above, then on <em>Use</em> (Details tab) change effect
and the save DC.</p></section>
showInQuickbar: true
sources:
- id: PZO1112
pages: '302'
- id: PZO1116
pages: '300'
- id: PZO1120
pages: '297'
- id: PZO1127
pages: '297'
- id: PZO1133
pages: '297'
- id: PZO1137
pages: '296'
subType: misc
type: feat
name: Homunculus
prototypeToken:
texture:
src: icons/creatures/unholy/demon-hairy-winged-pink.webp
system:
abilities:
cha:
value: 7
con:
value: null
dex:
value: 15
str:
value: 8
wis:
value: 12
attributes:
cmbAbility: dex
speed:
fly:
base: 50
maneuverability: good
land:
base: 20
details:
biography:
value: >-
<p>A homunculus is a miniature servant created by a spellcaster from his
own blood. They are weak combatants but make effective spies,
messengers, and scouts. A homunculuss creator determines its precise
features; some are more refined looking, but most creators dont bother
to improve the creatures appearance beyond the minimum necessary for
functioning.</p><p>Homunculi are little more than tools designed to
carry out assigned tasks. They are extensions of their creators, sharing
the same alignment and basic nature. A homunculus never willingly
travels more than a mile from its master, though it can be removed
forcibly. If this occurs, the creature does everything in its power to
return to this range, as it cannot communicate with its master beyond
this distance. An attack that destroys a homunculus deals 2d10 points of
damage to its master. If the creatures master is slain, the homunculus
goes insane—it loses its Intelligence score, all feats, and all skill
ranks, and generally claims the immediate surroundings as its domain,
mindlessly attacking any who intrude upon its lair.</p><p>On rare
occasions, a homunculus freed from its servitude rises above its
masters original intent and becomes more than a half-insane construct
guardian of a long-forgotten lair. In some cases, a homunculus might
even come to see itself as the rightful heir to its masters legacy, or
even the reincarnated spirit of the master himself.</p>
cr:
base: 1
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 176</em></p>
skills:
per:
rank: 2
ste:
rank: 2
traits:
ci:
custom:
- Necromancy
- Fortitude saves
value:
- deathEffects
- disease
- energyDrain
- exhausted
- fatigue
- mindAffecting
- paralyze
- poison
- sleep
- stun
di:
value:
- nonlethal
languages:
value:
- common
senses:
dv: 60
ll:
enabled: true
size: tiny
type: npc

View File

@@ -0,0 +1,767 @@
_id: 1bVX2NlPu6sxQxpg
_key: '!actors!1bVX2NlPu6sxQxpg'
img: systems/pf1/icons/items/weapons/club.PNG
items:
- _id: 5tYN4ah1BBghlXJs
_key: '!actors.items!1bVX2NlPu6sxQxpg.5tYN4ah1BBghlXJs'
flags:
core:
sourceId: Compendium.pf1.races.Item.e6IaBxKgMxy1yKlr
img: systems/pf1/icons/races/human.jpg
name: Human
system:
changes:
- _id: twqcOiCq
formula: '1'
target: bonusFeats
type: untyped
- _id: IzjLXGgX
formula: '@attributes.hd.total'
target: bonusSkillRanks
type: untyped
- _id: 80bPit73
formula: '2'
target: dex
type: untyped
description:
value: >-
<h2>Starting
Age</h2><table><thead><tr><th>Adulthood</th><th>Intuitive<sup>1</sup></th><th>Self-Taught<sup>2</sup></th><th>Trained<sup>3</sup></th></tr></thead><tbody><tr><td>15
years</td><td><p>+1d4 years<br />(16 19 years)</p></td><td><p>+1d6
years<br />(16 21 years)</p></td><td><p>+2d6 years<br />(17 27
years)</p></td></tr></tbody></table><p><sup>1</sup> This category
includes barbarians, oracles, rogues, and sorcerers.<br /><sup>2</sup>
This category includes bards, cavaliers, fighters, gunslingers,
paladins, rangers, summoners, and witches.<br /><sup>3</sup> This
category includes alchemists, clerics, druids, inquisitors, magi,
monks, and wizards.</p><h2>Height and
Weight</h2><table><thead><tr><th>Gender</th><th>Base
Height</th><th>Height Modifier</th><th>Base Weight</th><th>Weight
Modifier</th></tr></thead><tbody><tr><td>Male</td><td>4 ft. 10
in.</td><td><p>+2d10 in.<br />(5 ft 6 ft. 6 in.)</p></td><td>120
lbs.</td><td><p>+(2d10×5 lbs.)<br />(130 220
lbs.)</p></td></tr><tr><td>Female</td><td>4 ft. 5 in.</td><td><p>+2d10
in.<br />(4 ft. 7 in. 6 ft. 1 in.)</p></td><td>85
lbs.</td><td><p>+(2d10×5 lbs.)<br />(95 185
lbs.)</p></td></tr></tbody></table><h2>Standard Racial
Traits</h2><ul><li><strong>Ability Score Modifiers</strong>: Human
characters gain a +2 <em>racial bonus</em> to one ability score of
their choice at creation to represent their varied
nature.</li><li><strong>Type</strong>: Humans are <em>Humanoid</em>
creatures with both the <em>human</em>
subtypes.</li><li><strong>Size</strong>: Humans are Medium creatures
and thus receive no bonuses or penalties due to their
size.</li><li><strong>Base Speed</strong>: Humans have a base speed of
30 feet.</li><li><strong>Languages</strong>: Humans begin play
speaking Common. Humans with high <em>Intelligence</em> scores can
choose any languages they want (except secret languages, such as
Druidic).</li></ul><h3>Feat and Skill Racial
Traits</h3><ul><li><strong>Bonus Feat</strong>: Humans select one
extra feat at 1st level.</li><li><strong>Skilled</strong>: Humans gain
an additional skill rank at first level and one additional rank
whenever they gain a level.</li></ul>
languages:
value:
- common
sources:
- id: PZO1110
pages: '27'
speeds:
land: 30
subTypes:
- Human
tags:
- Core
- Western (Arcadia)
- Eastern (Casmaron)
- Northern (Crown of the World)
- Southern (Garund)
type: race
- _id: FqNrXqpzNsMghiqZ
_key: '!actors.items!1bVX2NlPu6sxQxpg.FqNrXqpzNsMghiqZ'
flags:
core:
sourceId: Compendium.pf1.classes.Item.KfcnHrgAMpBhScKB
img: systems/pf1/icons/items/weapons/club.PNG
name: Warrior
system:
armorProf:
value:
- lgt
- med
- hvy
- shl
- twr
bab: high
classSkills:
art: true
clm: true
crf: true
han: true
int: true
lor: true
pro: true
rid: true
swm: true
description:
value: >-
<h2>Class Skills</h2><p>The warriors class skills (and the key
ability for each skill) are Climb (Str), Craft (Int), <em>Handle
Animal</em> (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and
Swim (Str).</p>
fc:
skill:
value: 2
hd: 10
hp: 11
level: 2
savingThrows:
fort:
value: high
skillsPerLevel: 2
subType: npc
tag: warrior
weaponProf:
value:
- simple
- martial
type: class
- _id: dTfZms34p8323Ys6
_key: '!actors.items!1bVX2NlPu6sxQxpg.dTfZms34p8323Ys6'
flags:
core:
sourceId: Compendium.pf1.feats.Item.JreaiTHdyWFNj3Tb
img: systems/pf1/icons/feats/dodge.jpg
name: Dodge
system:
changes:
- _id: Z1oVOHkp
formula: '1'
target: ac
type: dodge
description:
value: >-
<i>Your training and reflexes allow you to react swiftly to avoid an
opponents' attacks.</i><p><strong>Prerequisites</strong>: Dex
13.</p><p><strong>Benefits</strong>: You gain a +1 dodge bonus to your
AC. A condition that makes you lose your Dex bonus to AC also makes
you lose the benefits of this feat.</p>
sources:
- id: PZO1110
pages: 114, 122
tags:
- Combat
- Defensive
type: feat
- _id: tgtlRgVV2bkVr6Pq
_key: '!actors.items!1bVX2NlPu6sxQxpg.tgtlRgVV2bkVr6Pq'
flags:
core:
sourceId: Compendium.pf1.feats.Item.8rsFtye3PwM6CKli
img: systems/pf1/icons/feats/point-blank-shot.jpg
name: Point-Blank Shot
system:
contextNotes:
- target: attack
text: >-
+1 bonus on attack and damage rolls with ranged weapons at ranges of
up to 30 feet.
description:
value: >-
<p><em>You are especially accurate when making ranged attacks against
close targets.</em></p><p><strong>Benefits</strong>: You get a +1
bonus on attack and damage rolls with ranged weapons at ranges of up
to 30 feet.</p><p><b>Combat Trick</b><br />You can spend up to 6
stamina points to increase this feat's range by 5 feet for each
stamina point you spent.</p>
sources:
- id: PZO1110
pages: 116, 131
tags:
- Combat
type: feat
- _id: 0HgWxq0YtliMuJ8M
_key: '!actors.items!1bVX2NlPu6sxQxpg.0HgWxq0YtliMuJ8M'
flags:
core:
sourceId: Compendium.pf1.armors-and-shields.Item.xeuREriTfdZR1yCD
img: systems/pf1/icons/items/armor/studded-leather.PNG
name: Studded Leather Armor
system:
armor:
acp: 1
dex: 5
material:
base:
value: leather
value: 3
baseTypes:
- Studded Leather Armor
description:
value: >-
<p>An improved form of leather armor, studded leather armor is covered
with dozens of metal protuberances. While these rounded studs offer
little defense individually, in the numbers they are arrayed in upon
such armor, they help catch lethal edges and channel them away from
vital spots. The rigidity caused by the additional metal does,
however, result in less mobility than is afforded by a suit of normal
leather armor.</p>
hardness: 2
hp:
max: 15
value: 15
price: 25
slot: armor
sources:
- id: PZO1110
pages: 151, 153
spellFailure: 15
weight:
value: 20
type: equipment
- _id: WqLcMDB5mZmROBpc
_key: '!actors.items!1bVX2NlPu6sxQxpg.WqLcMDB5mZmROBpc'
flags:
core:
sourceId: Compendium.pf1.armors-and-shields.Item.gsE0PAOmCwivue5A
img: systems/pf1/icons/items/armor/buckler.PNG
name: Buckler
system:
armor:
acp: 1
material:
base:
value: leather
value: 1
description:
value: >-
<p>This small metal shield is worn strapped to your forearm. You can
use a bow or crossbow without penalty while carrying it. You can also
use your shield arm to wield a weapon (whether you are using an
off-hand weapon or using your off hand to help wield a two-handed
weapon), but you take a 1 penalty on attack rolls while doing so.
This penalty stacks with those that may apply for fighting with your
off hand and for fighting with two weapons. In any case, if you use a
weapon in your off hand, you lose the bucklers AC bonus until your
next turn. You can cast a spell with somatic components using your
shield arm, but you lose the bucklers AC bonus until your next turn.
You cant make a shield bash with a buckler.</p>
equipmentSubtype: other
hardness: 10
hp:
max: 5
value: 5
price: 5
slot: shield
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 5
subType: shield
weight:
value: 5
type: equipment
- _id: 336nhRjQZSskjZWJ
_key: '!actors.items!1bVX2NlPu6sxQxpg.336nhRjQZSskjZWJ'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.23HXFjpPnuLFOylm
img: systems/pf1/icons/items/weapons/arrow.PNG
name: Arrow
system:
description:
value: >-
<p>An arrow used as a melee weapon is treated as a light improvised
weapon (-4 penalty on attack rolls) and deals damage as a dagger of
its size (critical multiplier x2).</p>
<p>Arrows come in a leather quiver that holds 20 arrows.</p>
equipped: false
extraType: arrow
hardness: 5
hp:
max: 1
value: 1
price: 0.05
quantity: 20
sources:
- id: PZO1110
pages: 142, 145
- id: PZO1123
pages: '22'
subType: ammo
unidentified:
price: 0.05
weight:
value: 0.15
type: loot
- _id: XzIywZCzmIa2p2Mk
_key: '!actors.items!1bVX2NlPu6sxQxpg.XzIywZCzmIa2p2Mk'
img: systems/pf1/icons/skills/light_07.jpg
name: Boon
system:
description:
value: >-
<p>Bandits can allow the PCs to pass without robbing them and can
alert them to ambush sites within a day's travel, granting a +2
circumstance bonus on Perception checks to notice ambushes. They might
also be able to get the PCs an audience with a powerful local bandit
lord.</p>
sources:
- id: PZO1114
pages: '258'
subType: misc
type: feat
- _id: lZIs74ZipXZQeEJT
_key: '!actors.items!1bVX2NlPu6sxQxpg.lZIs74ZipXZQeEJT'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.LA6TC5679iOXDNwq
img: systems/pf1/icons/items/weapons/rapier.PNG
name: Rapier
system:
actions:
- _id: 0d81rmzzhwlf6sfo
ability:
attack: str
critRange: 18
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Rapier
description:
value: >-
<p>You can use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack rolls with a
rapier sized for you, even though it isn't a light weapon. You can't
wield a rapier in two hands in order to apply 1-1/2 times your
Strength modifier to its damage.</p>
hardness: 10
hp:
max: 5
value: 5
links:
children:
- uuid: .Item.dTXjvGjF8Z7jSbQd
material:
base:
value: steel
price: 20
properties:
fin: true
showInQuickbar: false
sources:
- id: PZO1110
pages: 142, 148
- id: PZO1123
pages: '18'
subType: martial
weaponGroups:
value:
- bladesLight
weaponSubtype: 1h
weight:
value: 2
type: weapon
- _id: TFaG9YC4Vi260iWX
_key: '!actors.items!1bVX2NlPu6sxQxpg.TFaG9YC4Vi260iWX'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.mkwz0g7RwRwWkFkN
img: systems/pf1/icons/items/weapons/sap.png
name: Sap
system:
actions:
- _id: mwxgnu5mxmfwrb35
ability:
attack: str
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Sap
description:
value: >-
<p>This weapon consists of a soft wrapping around a hard, dense core,
typically a leather sheath around a lead rod. The head is wider than
the handle and designed to spread out the force of the blow, making it
less likely to draw blood or break bones.</p>
hardness: 10
hp:
max: 2
value: 2
links:
children:
- uuid: .Item.0GX0zPSk3BC97U8z
material:
base:
value: steel
price: 1
properties:
fin: true
nnl: true
showInQuickbar: false
sources:
- id: PZO1110
pages: '142'
- id: PZO1123
pages: '18'
subType: martial
weaponGroups:
value:
- close
weight:
value: 2
type: weapon
- _id: u0Fc1HrtfWVLxGxH
_key: '!actors.items!1bVX2NlPu6sxQxpg.u0Fc1HrtfWVLxGxH'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.msTiRxZVnecbPCA8
pf1:
defaultAmmo: 336nhRjQZSskjZWJ
img: systems/pf1/icons/items/weapons/longbow.PNG
name: Composite Longbow (+1 Str)
system:
actions:
- _id: sgqhw6omb7o38ryx
ability:
attack: dex
critMult: 3
damage: str
damageMult: 1
max: 1
actionType: rwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 8, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
maxIncrements: 10
units: ft
value: '110'
ammo:
type: arrow
baseTypes:
- Longbow
description:
value: >-
<p>You need at least two hands to use a bow, regardless of its size.
You can use a composite longbow while mounted. All composite bows are
made with a particular strength rating (that is, each requires a
minimum Strength modifier to use it with proficiency). If your
Strength modifier is less than the strength rating of the composite
bow, you can't effectively use it, so you take a -2 penalty on attacks
with it. The default composite longbow requires a Strength modifier of
+0 or higher to use with proficiency. A composite longbow can be made
with a high strength rating to take advantage of an aboveaverage
Strength score; this feature allows you to add your Strength modifier
on damage rolls, up to the maximum bonus indicated for the bow. Each
point of Strength bonus granted by the bow adds 100 gp to its cost. If
you have a negative modifier due to low Strength, apply it to damage
rolls when you use a composite longbow. A composite longbow fires
arrows.</p><p>For the purposes of Weapon Proficiency and similar
feats, a composite longbow is treated as if it were a longbow.</p>
hardness: 5
hp:
max: 5
value: 5
links:
children:
- uuid: .Item.RB2Fd6DGkB9J4jb1
material:
base:
value: steel
price: 100
showInQuickbar: false
sources:
- id: PZO1110
pages: 143, 147
- id: PZO9452
pages: '0'
subType: martial
tags:
- Composite
weaponGroups:
value:
- bows
weaponSubtype: ranged
weight:
value: 3
type: weapon
- _id: dTXjvGjF8Z7jSbQd
_key: '!actors.items!1bVX2NlPu6sxQxpg.dTXjvGjF8Z7jSbQd'
img: systems/pf1/icons/items/weapons/rapier.PNG
name: Rapier
system:
actions:
- _id: NpJVU6FiUuwLd33c
ability:
attack: str
critRange: 18
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Rapier
proficient: true
subType: weapon
weaponGroups:
value:
- bladesLight
type: attack
- _id: 0GX0zPSk3BC97U8z
_key: '!actors.items!1bVX2NlPu6sxQxpg.0GX0zPSk3BC97U8z'
img: systems/pf1/icons/items/weapons/sap.png
name: Sap
system:
actions:
- _id: Z5eCtImweFP7keGL
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- bludgeoning
duration:
units: inst
extraAttacks:
type: standard
name: Attack
nonlethal: true
range:
units: melee
value: '0'
baseTypes:
- Sap
proficient: true
subType: weapon
weaponGroups:
value:
- close
type: attack
- _id: RB2Fd6DGkB9J4jb1
_key: '!actors.items!1bVX2NlPu6sxQxpg.RB2Fd6DGkB9J4jb1'
flags:
pf1:
defaultAmmo: 336nhRjQZSskjZWJ
img: systems/pf1/icons/items/weapons/longbow.PNG
name: Composite Longbow
system:
actions:
- _id: tA3wZc3XSYX36PTm
ability:
attack: dex
critMult: 3
damage: str
damageMult: 1
max: 1
actionType: rwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 8, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
maxIncrements: 10
units: ft
value: '110'
ammo:
type: arrow
baseTypes:
- Longbow
proficient: true
subType: weapon
tags:
- Composite
weaponGroups:
value:
- bows
type: attack
- _id: 6a6IgswLzVIOCaAJ
_key: '!actors.items!1bVX2NlPu6sxQxpg.6a6IgswLzVIOCaAJ'
flags:
core:
sourceId: Compendium.pf1.items.Item.4W6kOYg7pgIHhnrg
img: icons/environment/creatures/horse-brown.webp
name: Horse, light (combat trained)
system:
carried: false
description:
value: >-
<p>This Large quadruped is used as a mount and pack animal. Horses can
be trained for war but otherwise are skittish around battle. Many
cultures support breeding programs and often consider their horse the
best at whatever task they breed it to perform. More information on
horses and ponies can be found in the <em>Bestiary</em>.</p><p>These
light warhorses are bred for war and are favored by fast and light
cavalry, scouts, and daredevil knights.</p>
equipped: false
hp:
max: 15
value: 15
price: 110
sources:
- id: PZO1123
pages: '81'
subType: animal
weight:
value: 1200
type: loot
name: Human Bandit
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/items/weapons/club.PNG
system:
abilities:
cha:
value: 9
con:
value: 11
dex:
value: 12
str:
value: 13
wis:
value: 8
attributes:
speed:
burrow:
base: null
climb:
base: null
fly:
base: null
swim:
base: null
details:
alignment: cn
biography:
value: >-
<p>Bandits are the scourge of the highway, robbing the rich and poor
alike. Freebooting scoundrels simply out for a good time, bandits care
only about themselves and their band of rogues. They accost and shake
down innocent travelers, hijack poorly-guarded merchant caravans, charge
tolls at remote bridges, or simply plunder isolated farmsteads and
villages.</p><p>Bandits can be deserters from an army, disaffected
huntsmen, rootless drifters with no taste for hard work, cattle rustlers
or horse thieves, or even folk-hero freedom fighters who rob from the
rich to feed the poor.</p><p>Bandits can be used as low-level archer
soldiers (N alignment, replace Dodge feat with Weapon Focus [longbow])
or crossbowmen (replace longbow with light or heavy crossbow), or as
guards manning city walls (LN alignment, replace rapiers with longswords
and replace Dodge feat with Weapon Focus [longsword]). They can also be
used as bored young nobles or dandies out on a hunt or as low-level
scouts or outriders.</p><p>Bandits are usually found in pairs (CR 1) or
in a gang of a dozen accompanying a highwayman (CR 8). They often make
up the rank-and-file members of a bandit lords gang (CR 12).</p>
cr:
base: 0.5
notes:
value: >-
<p><strong>Source</strong> <em>GameMastery Guide pg.
258</em></p><p><strong>Original name</strong> <em>Brigand
(Bandit)</em></p>
skills:
clm:
rank: 2
han:
rank: 1
int:
rank: 1
rid:
rank: 2
ste:
rank: 2
type: npc

View File

@@ -0,0 +1,474 @@
_id: qFh0gRGK3cjczkiR
_key: '!actors!qFh0gRGK3cjczkiR'
img: systems/pf1/icons/skills/red_28.jpg
items:
- _id: wPinYpTszEQlBdwQ
_key: '!actors.items!qFh0gRGK3cjczkiR.wPinYpTszEQlBdwQ'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.mp1Zmbx0OAzSW4oW
img: systems/pf1/icons/skills/affliction_07.jpg
name: Undead
system:
bab: med
classSkills:
clm: true
dis: true
fly: true
int: true
kar: true
kre: true
per: true
sen: true
spl: true
ste: true
description:
value: >-
<p>Undead are once-living creatures animated by spiritual or
supernatural forces.</p>
<h2>Features</h2>
<p>An undead creature has the following features.</p>
<ul>
<li>d8 Hit Die.</li>
<li>Base attack bonus equal to 3/4 total Hit Dice (medium
progression).</li>
<li>Good <em>Will</em> Saves.</li>
<li>Skill points equal to 4 + Int modifier (minimum 1) per Hit Die.
Many undead, however, are mindless and gain no skill points or feats.
The following are class skills for undead: <em>Climb</em>,
<em>Disguise</em>, <em>Fly</em>, <em>Intimidate</em>,
<em>Knowledge</em> (arcane), <em>Knowledge</em> (religion),
<em>Perception</em>, <em>Sense Motive</em>, <em>Spellcraft</em>, and
<em>Stealth</em>.</li>
</ul>
<h2>Traits</h2>
<p>An undead creature possesses the following traits (unless otherwise
noted in a creatures entry).</p>
<ul>
<li>No Constitution score. Undead use their <em>Charisma</em> score in
place of their Constitution score when calculating hit points,
<em>Fortitude</em> saves, and any special ability that relies on
Constitution (such as when calculating a breath weapons DC).</li>
<li><em>Darkvision</em> 60 feet.</li>
<li>Immunity to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms).</li>
<li>Immunity to death effects, disease, paralysis, poison, sleep
effects, and stunning.</li>
<li>Not subject to nonlethal damage, <em>ability drain</em>, or energy
drain. Immune to <em>damage</em> to its physical ability scores
(Constitution, Dexterity, and <em>Strength</em>), as well as to
exhaustion and fatigue effects.</li>
<li>Cannot heal damage on its own if it has no <em>Intelligence</em>
score, although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality
works regardless of the creatures <em>Intelligence</em> score.</li>
<li>Immunity to any effect that requires a <em>Fortitude</em> save
(unless the effect also works on objects or is harmless).</li>
<li>Not at risk of death from massive damage, but is immediately
destroyed when reduced to 0 hit points.</li>
<li>Not affected by <em>raise dead</em> and <em>reincarnate</em>
spells or abilities. Resurrection and <em>true resurrection</em> can
affect undead creatures. These spells turn undead creatures back into
the living creatures they were before becoming undead.</li>
<li>Proficient with its natural weapons, all simple weapons, and any
weapons mentioned in its entry.</li>
<li>Proficient with whatever type of armor (light, medium, or heavy)
it is described as wearing, as well as all lighter types. Undead not
indicated as wearing armor are not proficient with armor. Undead are
proficient with shields if they are proficient with any form of
armor.</li>
<li>Undead do not breathe, eat, or sleep.</li>
</ul>
hp: 4
savingThrows:
will:
value: high
skillsPerLevel: 4
subType: racial
tag: undead
type: class
- _id: vHS3gH5Ipq5h8Lcj
_key: '!actors.items!qFh0gRGK3cjczkiR.vHS3gH5Ipq5h8Lcj'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.SjYkpvZqfgvh0EAd
img: systems/pf1/icons/items/weapons/scimitar.PNG
name: Scimitar
system:
actions:
- _id: b8tvl2f6459mbgeg
ability:
attack: str
critRange: 18
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Scimitar
broken: true
description:
value: >-
<p>This curved sword is shorter than a longsword and longer than a
shortsword. Only the outer edge is sharp, and the back is flat, giving
the blade a triangular cross-section.</p>
hardness: 10
hp:
max: 5
value: 2
links:
children:
- uuid: .Item.9HY0xVDApcd9aIAt
material:
base:
value: steel
price: 15
showInQuickbar: false
sources:
- id: PZO1110
pages: '142'
- id: PZO1123
pages: '18'
subType: martial
weaponGroups:
value:
- bladesHeavy
weaponSubtype: 1h
weight:
value: 4
type: weapon
- _id: q12QC6j8YhHQKkSV
_key: '!actors.items!qFh0gRGK3cjczkiR.q12QC6j8YhHQKkSV'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.MZnbCVzqpvPsMvfT
img: icons/commodities/claws/claw-bear-brown-grey.webp
name: Claw
system:
actions:
- _id: 4lo88d47gxkw8wts
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: attack
unchained:
type: attack
attackName: Claw
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- bludgeoning
- slashing
extraAttacks:
formula:
count: '1'
label: 'Claw #{0}'
type: custom
name: Primary
range:
units: melee
- _id: 7gySqfue8DjEdFFm
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: nonaction
unchained:
type: nonaction
attackName: Claw
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- bludgeoning
- slashing
name: Secondary
naturalAttack:
primaryAttack: false
baseTypes:
- Claw
description:
value: >-
<p>A primary natural weapon using your claws on your forelimbs or
arms.</p><p>It deals bludgeoning and slashing damage, whichever is
most beneficial.</p><hr /><p>For general rules on natural attacks,
see:
@UUID[Compendium.pf1.pf1e-rules.nBnUY0koBzXqoEft.JournalEntryPage.8zivKFrhTVkbtjm3]{Natural
Attacks} (UMR).</p>
proficient: true
subType: natural
weaponGroups:
value:
- natural
type: attack
- _id: aUtIMBgznvl8uwKw
_key: '!actors.items!qFh0gRGK3cjczkiR.aUtIMBgznvl8uwKw'
flags:
core:
sourceId: Compendium.pf1.feats.Item.Uuiu3p982omhMEPj
img: systems/pf1/icons/feats/improved-initiative.jpg
name: Improved Initiative
system:
changes:
- _id: li3V0tV0
formula: '4'
target: init
type: untyped
description:
value: >-
<p><em>Your quick reflexes allow you to react rapidly to
danger.</em></p><p><strong>Benefits</strong>: You get a +4 bonus on
initiative checks.</p>
sources:
- id: PZO1110
pages: 115, 127
tags:
- Combat
type: feat
- _id: NYpLpWjRjYghVENZ
_key: '!actors.items!qFh0gRGK3cjczkiR.NYpLpWjRjYghVENZ'
flags:
core:
sourceId: Compendium.pf1.armors-and-shields.Item.iGu21zy6QtroUZ4O
img: systems/pf1/icons/items/armor/chain-shirt.png
name: Chain Shirt
system:
armor:
acp: 2
dex: 4
material:
base:
value: leather
value: 4
baseTypes:
- Chain Shirt
broken: true
description:
value: >-
<p>Covering the torso, this shirt is made up of thousands of
interlocking metal rings.</p>
hardness: 10
hp:
max: 20
price: 100
slot: armor
sources:
- id: PZO1110
pages: 150, 151
spellFailure: 20
weight:
value: 25
type: equipment
- _id: 8LTAFnADocXMBigg
_key: '!actors.items!qFh0gRGK3cjczkiR.8LTAFnADocXMBigg'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.abPQPu23CmkfWudq
img: icons/creatures/eyes/humanoid-single-blind.webp
name: Darkvision
system:
abilityType: ex
description:
value: >-
<p>A creature with darkvision can see in total darkness, usually to a
range of 60 feet. Within this range, the creature can see as clearly
as a sighted creature could see in an area of bright light. Darkvision
is black and white only but otherwise like normal
sight.</p><p><em>Format:</em> darkvision 60
ft.</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1133
pages: '292'
- id: PZO1127
pages: '292'
- id: PZO1137
pages: '292'
subType: misc
type: feat
- _id: RRqu0IdXbSr8Vp7t
_key: '!actors.items!qFh0gRGK3cjczkiR.RRqu0IdXbSr8Vp7t'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.kcCRPAHsrWouTbij
img: icons/magic/death/hand-undead-skeleton-fire-green.webp
name: Undead Traits
system:
abilityType: ex
description:
value: >-
<p>Undead are immune to death effects, disease, mind-affecting effects
(charms, compulsions, morale effects, patterns, and phantasms),
paralysis, poison, sleep, stun, and any effect that requires a
Fortitude save (unless the effect also works on objects or is
harmless). Undead are not subject to ability drain, energy drain, or
nonlethal damage. Undead are immune to damage or penalties to their
physical ability scores (Strength, Dexterity, and Constitution), as
well as to fatigue and exhaustion effects. Undead are not at risk of
death from massive damage.</p><p><em>Format:</em> undead
traits</p><p><em>Location:</em> Immune.</p>
sources:
- id: PZO1112
pages: '305'
- id: PZO1116
pages: '303'
- id: PZO1120
pages: '300'
- id: PZO1127
pages: '301'
- id: PZO1133
pages: '301'
- id: PZO1137
pages: '300'
subType: misc
type: feat
- _id: 9HY0xVDApcd9aIAt
_key: '!actors.items!qFh0gRGK3cjczkiR.9HY0xVDApcd9aIAt'
img: systems/pf1/icons/items/weapons/scimitar.PNG
name: Scimitar
system:
actions:
- _id: 4wAj0ktEIiSyIiWM
ability:
attack: str
critRange: 18
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
attackNotes:
- '@Use[Claw#Secondary;speaker]'
baseTypes:
- Scimitar
broken: true
proficient: true
subType: weapon
weaponGroups:
value:
- bladesHeavy
type: attack
name: Human Skeleton
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/skills/red_28.jpg
system:
abilities:
con:
value: null
dex:
value: 14
int:
value: null
str:
value: 15
attributes:
naturalAC: 2
details:
alignment: ne
biography:
value: >-
<p>Skeletons are the animated bones of the dead, brought to unlife
through foul magic. While most skeletons are mindless automatons, they
still possess an evil cunning imparted to them by their animating
force—a cunning that allows them to wield weapons and wear armor.</p>
bonusFeatFormula: '1'
cr:
base: 0.3375
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 250</em></p>
traits:
ci:
value:
- deathEffects
- disease
- exhausted
- fatigue
- mindAffecting
- paralyze
- poison
- sleep
- stun
di:
value:
- cold
- nonlethal
dr:
value:
- amount: 5
operator: true
types:
- bludgeoning
- ''
senses:
dv: 60
type: npc

View File

@@ -0,0 +1,345 @@
_id: 7X9KWumsW8j6mN9s
_key: '!actors!7X9KWumsW8j6mN9s'
effects:
- _id: 7AODaqBgSrqmNPlI
_key: '!actors.effects!7X9KWumsW8j6mN9s.7AODaqBgSrqmNPlI'
duration:
startTime: 0
flags:
pf1:
autoDelete: true
icon: systems/pf1/icons/conditions/staggered.png
name: Staggered
statuses:
- staggered
img: systems/pf1/icons/skills/shadow_04.jpg
items:
- _id: FpyMLt1LPY18Ji76
_key: '!actors.items!7X9KWumsW8j6mN9s.FpyMLt1LPY18Ji76'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.mp1Zmbx0OAzSW4oW
img: systems/pf1/icons/skills/affliction_07.jpg
name: Undead
system:
bab: med
classSkills:
clm: true
dis: true
fly: true
int: true
kar: true
kre: true
per: true
sen: true
spl: true
ste: true
description:
value: >-
<p>Undead are once-living creatures animated by spiritual or
supernatural forces.</p>
<h2>Features</h2>
<p>An undead creature has the following features.</p>
<ul>
<li>d8 Hit Die.</li>
<li>Base attack bonus equal to 3/4 total Hit Dice (medium
progression).</li>
<li>Good <em>Will</em> Saves.</li>
<li>Skill points equal to 4 + Int modifier (minimum 1) per Hit Die.
Many undead, however, are mindless and gain no skill points or feats.
The following are class skills for undead: <em>Climb</em>,
<em>Disguise</em>, <em>Fly</em>, <em>Intimidate</em>,
<em>Knowledge</em> (arcane), <em>Knowledge</em> (religion),
<em>Perception</em>, <em>Sense Motive</em>, <em>Spellcraft</em>, and
<em>Stealth</em>.</li>
</ul>
<h2>Traits</h2>
<p>An undead creature possesses the following traits (unless otherwise
noted in a creatures entry).</p>
<ul>
<li>No Constitution score. Undead use their <em>Charisma</em> score in
place of their Constitution score when calculating hit points,
<em>Fortitude</em> saves, and any special ability that relies on
Constitution (such as when calculating a breath weapons DC).</li>
<li><em>Darkvision</em> 60 feet.</li>
<li>Immunity to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms).</li>
<li>Immunity to death effects, disease, paralysis, poison, sleep
effects, and stunning.</li>
<li>Not subject to nonlethal damage, <em>ability drain</em>, or energy
drain. Immune to <em>damage</em> to its physical ability scores
(Constitution, Dexterity, and <em>Strength</em>), as well as to
exhaustion and fatigue effects.</li>
<li>Cannot heal damage on its own if it has no <em>Intelligence</em>
score, although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality
works regardless of the creatures <em>Intelligence</em> score.</li>
<li>Immunity to any effect that requires a <em>Fortitude</em> save
(unless the effect also works on objects or is harmless).</li>
<li>Not at risk of death from massive damage, but is immediately
destroyed when reduced to 0 hit points.</li>
<li>Not affected by <em>raise dead</em> and <em>reincarnate</em>
spells or abilities. Resurrection and <em>true resurrection</em> can
affect undead creatures. These spells turn undead creatures back into
the living creatures they were before becoming undead.</li>
<li>Proficient with its natural weapons, all simple weapons, and any
weapons mentioned in its entry.</li>
<li>Proficient with whatever type of armor (light, medium, or heavy)
it is described as wearing, as well as all lighter types. Undead not
indicated as wearing armor are not proficient with armor. Undead are
proficient with shields if they are proficient with any form of
armor.</li>
<li>Undead do not breathe, eat, or sleep.</li>
</ul>
hp: 9
level: 2
savingThrows:
will:
value: high
skillsPerLevel: 4
subType: racial
tag: undead
type: class
- _id: LroIG0PaCzAjEKZC
_key: '!actors.items!7X9KWumsW8j6mN9s.LroIG0PaCzAjEKZC'
flags:
core:
sourceId: Compendium.pf1.feats.Item.8snLqsJN4LLL00Nq
img: systems/pf1/icons/feats/toughness.jpg
name: Toughness
system:
changes:
- _id: 8QgcqYEZ
formula: max(3, @attributes.hd.total)
target: mhp
type: untyped
description:
value: >-
<i>You have enhanced physical
stamina.</i><p><strong>Benefits</strong>: You gain +3 hit points. For
every Hit Die you possess beyond 3, you gain an additional +1 hit
point. If you have more than 3 Hit Dice, you gain +1 hit points
whenever you gain a Hit Die (such as when you gain a level).</p>
sources:
- id: PZO1110
pages: 116, 135
tags:
- General
- Defensive
type: feat
- _id: 09RM7uRLwLYVnFBf
_key: '!actors.items!7X9KWumsW8j6mN9s.09RM7uRLwLYVnFBf'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.GrbQIXcmp5VXxYA7
img: systems/pf1/icons/skills/fire_07.jpg
name: Slam
system:
actions:
- _id: lyysy62a9hqkvo9c
ability:
attack: str
damage: str
damageMult: 1.5
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size + 1)
type:
custom: ''
values:
- bludgeoning
name: Attack
range:
units: melee
tag: slam
baseTypes:
- Slam
description:
value: >-
<p>A primary natural weapon attack where you slam with a part of your
body.</p><p>It deals bludgeoning damage.</p><hr /><p>For general rules
on natural attacks, see:
@UUID[Compendium.pf1.pf1e-rules.nBnUY0koBzXqoEft.JournalEntryPage.8zivKFrhTVkbtjm3]{Natural
Attacks} (UMR).</p>
proficient: true
subType: natural
weaponGroups:
value:
- natural
type: attack
- _id: bIhpg8iU4lDQRwuY
_key: '!actors.items!7X9KWumsW8j6mN9s.bIhpg8iU4lDQRwuY'
img: systems/pf1/icons/conditions/staggered.png
name: Staggered
system:
abilityType: ex
description:
value: >-
<p>Zombies have poor reflexes and can only perform a single move
action or standard action each round. A zombie can move up to its
speed and attack in the same round as a charge
action.</p><p><strong>Use:</strong> set active the <em>Staggered</em>
condition if not active already.</p>
sources:
- id: PZO1112
pages: '288'
subType: misc
type: feat
- _id: VkgOh6incarpQUYz
_key: '!actors.items!7X9KWumsW8j6mN9s.VkgOh6incarpQUYz'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.abPQPu23CmkfWudq
img: icons/creatures/eyes/humanoid-single-blind.webp
name: Darkvision
system:
abilityType: ex
description:
value: >-
<p>A creature with darkvision can see in total darkness, usually to a
range of 60 feet. Within this range, the creature can see as clearly
as a sighted creature could see in an area of bright light. Darkvision
is black and white only but otherwise like normal
sight.</p><p><em>Format:</em> darkvision 60
ft.</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1133
pages: '292'
- id: PZO1127
pages: '292'
- id: PZO1137
pages: '292'
subType: misc
type: feat
- _id: g9E5KdA4XNmxMfvh
_key: '!actors.items!7X9KWumsW8j6mN9s.g9E5KdA4XNmxMfvh'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.kcCRPAHsrWouTbij
img: icons/magic/death/hand-undead-skeleton-fire-green.webp
name: Undead Traits
system:
abilityType: ex
description:
value: >-
<p>Undead are immune to death effects, disease, mind-affecting effects
(charms, compulsions, morale effects, patterns, and phantasms),
paralysis, poison, sleep, stun, and any effect that requires a
Fortitude save (unless the effect also works on objects or is
harmless). Undead are not subject to ability drain, energy drain, or
nonlethal damage. Undead are immune to damage or penalties to their
physical ability scores (Strength, Dexterity, and Constitution), as
well as to fatigue and exhaustion effects. Undead are not at risk of
death from massive damage.</p><p><em>Format:</em> undead
traits</p><p><em>Location:</em> Immune.</p>
sources:
- id: PZO1112
pages: '305'
- id: PZO1116
pages: '303'
- id: PZO1120
pages: '300'
- id: PZO1127
pages: '301'
- id: PZO1133
pages: '301'
- id: PZO1137
pages: '300'
subType: misc
type: feat
name: Human Zombie
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/skills/shadow_04.jpg
system:
abilities:
con:
value: null
int:
value: null
str:
value: 17
attributes:
naturalAC: 2
details:
alignment: ne
biography:
value: >-
<p>Zombies are the animated corpses of dead creatures, forced into foul
unlife via necromantic magic like animate dead. While the most commonly
encountered zombies are slow and tough, others possess a variety of
traits, allowing them to spread disease or move with increased
speed.</p><p>Zombies are unthinking automatons, and can do little more
than follow orders. When left unattended, zombies tend to mill about in
search of living creatures to slaughter and devour. Zombies attack until
destroyed, having no regard for their own safety.</p><p>Although capable
of following orders, zombies are more often unleashed into an area with
no command other than to kill living creatures. As a result, zombies are
often encountered in packs, wandering around places the living frequent,
looking for victims. Most zombies are created using animate dead. Such
zombies are always of the standard type, unless the creator also casts
haste or remove paralysis to create fast zombies, or contagion to create
plague zombies.</p>
bonusFeatFormula: '1'
cr:
base: 0.5
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 288</em></p>
traits:
ci:
value:
- deathEffects
- disease
- energyDrain
- exhausted
- fatigue
- mindAffecting
- paralyze
- poison
- sleep
- stun
di:
value:
- nonlethal
dr:
value:
- amount: 5
operator: true
types:
- slashing
- ''
senses:
dv: 60
type: npc

View File

@@ -0,0 +1,594 @@
_id: XSpfiO6QYgIg0QFc
_key: '!actors!XSpfiO6QYgIg0QFc'
img: systems/pf1/icons/feats/stand-still.jpg
items:
- _id: VxOPHIdEHJ8CsmAa
_key: '!actors.items!XSpfiO6QYgIg0QFc.VxOPHIdEHJ8CsmAa'
flags:
core:
sourceId: Compendium.pf1.classes.Item.KfcnHrgAMpBhScKB
img: systems/pf1/icons/items/weapons/club.PNG
name: Warrior
system:
armorProf:
value:
- lgt
- med
- hvy
- shl
- twr
bab: high
classSkills:
art: true
clm: true
crf: true
han: true
int: true
lor: true
pro: true
rid: true
swm: true
description:
value: >-
<h2>Class Skills</h2><p>The warriors class skills (and the key
ability for each skill) are Climb (Str), Craft (Int), <em>Handle
Animal</em> (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and
Swim (Str).</p>
hd: 10
hp: 5
savingThrows:
fort:
value: high
skillsPerLevel: 2
subType: npc
tag: warrior
weaponProf:
value:
- simple
- martial
type: class
- _id: 172BYnX9A4vfTs4q
_key: '!actors.items!XSpfiO6QYgIg0QFc.172BYnX9A4vfTs4q'
flags:
core:
sourceId: Compendium.pf1.races.Item.JOuAdPAOTat7d5v6
img: icons/skills/melee/hand-grip-staff-yellow-brown.webp
name: Orc
system:
changes:
- _id: CSnc2DVZ
formula: '4'
target: str
type: racial
- _id: hducGdzN
formula: '-2'
target: int
type: racial
- _id: 6FZ9P1Kc
formula: '-2'
target: wis
type: racial
- _id: ucE0ojxQ
formula: '-2'
target: cha
type: racial
description:
value: >-
<h2>Starting
Age</h2><table><thead><tr><th>Adulthood</th><th>Intuitive<sup>1</sup></th><th>Self-Taught<sup>2</sup></th><th>Trained<sup>3</sup></th></tr></thead><tbody><tr><td>12
years</td><td><p>+1d4 years<br />(13 16 years)</p></td><td><p>+1d6
years<br />(13 18 years)</p></td><td><p>+2d6 years<br />(14 24
years)</p></td></tr></tbody></table><p><sup>1</sup> This category
includes barbarians, oracles, rogues, and sorcerers.<br /><sup>2</sup>
This category includes bards, cavaliers, fighters, gunslingers,
paladins, rangers, summoners, and witches.<br /><sup>3</sup> This
category includes alchemists, clerics, druids, inquisitors, magi,
monks, and wizards.</p><h2>Height and
Weight</h2><table><thead><tr><th>Gender</th><th>Base
Height</th><th>Height Modifier</th><th>Base Weight</th><th>Weight
Modifier</th></tr></thead><tbody><tr><td>Male</td><td>5 ft. 1
in.</td><td><p>+2d12 in.<br />(5 ft. 3 in. 7 ft. 1
in.)</p></td><td>160 lbs.</td><td><p>+(2d12×7 lbs.)<br />(174 328
lbs.)</p></td></tr><tr><td>Female</td><td>4 ft. 9 in.</td><td><p>+2d12
in.<br />(4 ft. 11 in. 6 ft. 9 in.)</p></td><td>120
lbs.</td><td><p>+(2d12x7 lbs.)<br />(134 288
lbs.)</p></td></tr></tbody></table><h2>Standard Racial
Traits</h2><ul><li><strong>Ability Score Modifiers</strong>: Orcs are
brutal and savage. They gain +4 <em>Strength</em>, -2
<em>Intelligence</em>, -2 <em>Wisdom</em>, and -2
<em>Charisma</em>.</li><li><b>Type:</b> Orcs are <em>humanoids</em>
with the <em>orc</em> subtype.</li><li><b>Size:</b> Orcs are Medium
creatures and thus have no bonuses or penalties due to their
size.</li><li><strong>Base Speed</strong>: Orcs have a base speed of
30 feet.</li><li><b>Languages:</b> Orcs begin play speaking Common and
Orc. Orcs with high <em>Intelligence</em> scores can chose from the
following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the
<em>Linguistics skill page</em> for more information about these
languages.</li></ul><h3>Offensive Racial
Traits</h3><ul><li><b>Ferocity:</b> Orcs possess the <em>ferocity</em>
ability which allows them to remain conscious and continue fighting
even if their hit point totals fall below 0. Orcs are still
@UUID[Compendium.pf1.pf1e-rules.NSqfXaj4MevUR2uJ.JournalEntryPage.TTp8q9Vb2PNAujWu]{staggered}
at 0 hit points or lower and lose 1 hit point each round as
normal.</li><li><strong>Weapon Familiarity</strong>: Orcs are always
proficient with
@Compendium[pf1.weapons-and-ammo.Wx22UaMqWgCrYi7r]{greataxes} and
@Compendium[pf1.weapons-and-ammo.v8Ee5Iagp62xsUQZ]{falchions}, and
treat any weapon with the word “orc” in its name as a martial
weapon.</li></ul><h3>Senses Racial
Traits</h3><ul><li><b>Darkvision:</b> Orcs can see perfectly in the
dark up to 60 feet.</li></ul><h3>Weakness Racial
Traits</h3><ul><li><strong>Light Sensitivity</strong>: Orcs are
@UUID[Compendium.pf1.pf1e-rules.NSqfXaj4MevUR2uJ.JournalEntryPage.xHUnCadQ2qYsfvV0]{dazzled}
in areas of bright sunlight or within the radius of a
@Compendium[pf1.spells.7x2z0i8rcx7s81fk]{Daylight} spell.</li></ul>
languages:
value:
- common
- orc
sources:
- id: PZO9280
pages: '246'
speeds:
land: 30
subTypes:
- Orc
tags:
- Uncommon
weaponProf:
custom:
- Greataxe
- Falchion
type: race
- _id: dzFArUek0ZJPJFUl
_key: '!actors.items!XSpfiO6QYgIg0QFc.dzFArUek0ZJPJFUl'
flags:
core:
sourceId: Compendium.pf1.feats.Item.n250dFlbykAIAg5Z
img: systems/pf1/icons/feats/weapon-focus.jpg
name: Weapon Focus (Falchion)
system:
description:
value: >-
<i>Choose one type of weapon. You can also choose unarmed strike or
grapple (or ray, if you are a spellcaster) as your weapon for the
purposes of this feat.</i><p><strong>Prerequisites</strong>:
Proficiency with selected weapon, base attack bonus
+1.</p><p><strong>Benefits</strong>: You gain a +1 bonus on all attack
rolls you make using the selected
weapon.</p><p><strong>Special</strong>: You can gain this feat
multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new type of weapon.</p>
sources:
- id: PZO1110
pages: 117, 136
tags:
- Combat
- Weapon
- Offensive
type: feat
- _id: AIcK5B5iyl4WpkPN
_key: '!actors.items!XSpfiO6QYgIg0QFc.AIcK5B5iyl4WpkPN'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.v8Ee5Iagp62xsUQZ
img: systems/pf1/icons/items/weapons/falchion.PNG
name: Falchion
system:
actions:
- _id: gntaanu0qgah9nhj
ability:
attack: str
critRange: 18
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(2, 4, @size)
type:
custom: ''
values:
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Falchion
description:
value: >-
<p>This sword has one curved, sharp edge like a scimitar, with the
back edge unsharpened and either flat or slightly curved. Its weight
is greater toward the end, making it better for chopping rather than
stabbing.</p>
hardness: 10
held: 2h
links:
children:
- uuid: .Item.7ajsA8lQ44Djx5H9
material:
base:
value: steel
price: 75
showInQuickbar: false
sources:
- id: PZO1110
pages: '143'
- id: PZO1123
pages: '18'
subType: martial
weaponGroups:
value:
- bladesHeavy
weaponSubtype: 2h
weight:
value: 8
type: weapon
- _id: ezP3AJHOnQZZVOnw
_key: '!actors.items!XSpfiO6QYgIg0QFc.ezP3AJHOnQZZVOnw'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.KmbhZ4Z674Yk9yIh
img: systems/pf1/icons/items/weapons/javelin.PNG
name: Javelin
system:
actions:
- _id: dfbbk80dpzhq1zsa
ability:
attack: dex
damage: str
damageMult: 1
actionType: twak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
name: Throw
range:
maxIncrements: 5
units: ft
value: '30'
- _id: oqVpFgwEIvU3gmBb
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: attack
unchained:
type: attack
attackBonus: '-4'
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
formula:
bonus: '@formulaicAttack * -5'
count: ceil(@attributes.bab.total / 5) -1
type: custom
name: Melee
range:
units: melee
uses:
autoDeductChargesCost: '0'
baseTypes:
- Javelin
description:
value: >-
<p>A javelin is a thin throwing spear . Since it is not designed for
melee, you are treated as nonproficient with it and take a -4 penalty
on attack rolls if you use a javelin as a melee weapon.</p>
hardness: 5
hp:
max: 5
value: 5
links:
children:
- uuid: .Item.5OKigWb4jEE3tpol
material:
base:
value: steel
price: 1
quantity: 4
sources:
- id: PZO1110
pages: 142, 146
- id: PZO9452
pages: '0'
uses:
per: single
weaponGroups:
value:
- spears
- thrown
weaponSubtype: ranged
weight:
value: 2
type: weapon
- _id: M9edxmKh52YhU8Zr
_key: '!actors.items!XSpfiO6QYgIg0QFc.M9edxmKh52YhU8Zr'
flags:
core:
sourceId: Compendium.pf1.armors-and-shields.Item.xeuREriTfdZR1yCD
img: systems/pf1/icons/items/armor/studded-leather.PNG
name: Studded Leather Armor
system:
armor:
acp: 1
dex: 5
material:
base:
value: leather
normal:
value: leather
value: 3
baseTypes:
- Studded Leather Armor
description:
value: >-
<p>An improved form of leather armor, studded leather armor is covered
with dozens of metal protuberances. While these rounded studs offer
little defense individually, in the numbers they are arrayed in upon
such armor, they help catch lethal edges and channel them away from
vital spots. The rigidity caused by the additional metal does,
however, result in less mobility than is afforded by a suit of normal
leather armor.</p>
hardness: 2
hp:
max: 15
value: 15
price: 25
slot: armor
sources:
- id: PZO1110
pages: 151, 153
spellFailure: 15
weight:
value: 20
type: equipment
- _id: nfl1cXxArAcYZmeQ
_key: '!actors.items!XSpfiO6QYgIg0QFc.nfl1cXxArAcYZmeQ'
img: icons/creatures/abilities/mouth-teeth-human.webp
name: Ferocity
system:
description:
value: >-
<p>Orcs possess the <em>ferocity</em> ability which allows them to
remain conscious and continue fighting even if their hit point totals
fall below 0. Orcs are still
@UUID[Compendium.pf1.pf1e-rules.JournalEntry.NSqfXaj4MevUR2uJ.JournalEntryPage.TTp8q9Vb2PNAujWu]{staggered}
at 0 hit points or lower and lose 1 hit point each round as
normal.</p>
sources:
- id: PZO1112
pages: '222'
subType: racial
type: feat
- _id: ZcF4PLxyHrvw55EU
_key: '!actors.items!XSpfiO6QYgIg0QFc.ZcF4PLxyHrvw55EU'
img: icons/magic/fire/orb-lightning-sun.webp
name: Light Sensitivity
system:
description:
value: >-
<p>Orcs are
@UUID[Compendium.pf1.pf1e-rules.JournalEntry.NSqfXaj4MevUR2uJ.JournalEntryPage.xHUnCadQ2qYsfvV0]{dazzled}
in areas of bright sunlight or within the radius of a
@UUID[Compendium.pf1.spells.Item.7x2z0i8rcx7s81fk]{Daylight}
spell.</p>
sources:
- id: PZO1112
pages: '222'
subType: racial
type: feat
- _id: KPMHeBkRUKJvTzii
_key: '!actors.items!XSpfiO6QYgIg0QFc.KPMHeBkRUKJvTzii'
img: systems/pf1/icons/races/orc.png
name: Weapon Familiarity
system:
description:
value: >-
<p>Orcs are always proficient with greataxes and falchions, and treat
any weapon with the word "orc" in its name as a martial weapon.</p>
subType: racial
tags:
- Orc
weaponProf:
custom:
- Falchion
- Greataxe
type: feat
- _id: 7ajsA8lQ44Djx5H9
_key: '!actors.items!XSpfiO6QYgIg0QFc.7ajsA8lQ44Djx5H9'
img: systems/pf1/icons/items/weapons/falchion.PNG
name: Falchion
system:
actions:
- _id: UPcfcSOrht1CXDyE
ability:
attack: str
critRange: 18
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(2, 4, @size)
type:
custom: ''
values:
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Attack
range:
units: melee
value: '0'
baseTypes:
- Falchion
held: 2h
subType: weapon
weaponGroups:
value:
- bladesHeavy
type: attack
- _id: 5OKigWb4jEE3tpol
_key: '!actors.items!XSpfiO6QYgIg0QFc.5OKigWb4jEE3tpol'
img: systems/pf1/icons/items/weapons/javelin.PNG
name: Javelin
system:
actions:
- _id: tGbFKF5aEReYKVY1
ability:
attack: dex
damage: str
damageMult: 1
actionType: twak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
name: Throw
range:
maxIncrements: 5
units: ft
value: '30'
- _id: ZIkzf8X65gIFyK6h
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: attack
unchained:
type: attack
attackBonus: '-4'
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
duration:
units: inst
extraAttacks:
formula:
bonus: '@formulaicAttack * -5'
count: ceil(@attributes.bab.total / 5) -1
type: custom
name: Melee
range:
units: melee
uses:
autoDeductChargesCost: '0'
baseTypes:
- Javelin
subType: weapon
weaponGroups:
value:
- spears
- thrown
type: attack
name: Orc
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/feats/stand-still.jpg
system:
abilities:
cha:
value: 8
con:
value: 12
dex:
value: 11
int:
value: 9
str:
value: 13
attributes:
speed:
burrow:
base: null
climb:
base: null
fly:
base: null
swim:
base: null
details:
alignment: ce
biography:
value: >-
<p>Along with their brute strength and comparatively low intellect, the
primary difference between orcs and the civilized humanoids is their
attitude. As a culture, orcs are violent and aggressive, with the
strongest ruling the rest through fear and brutality. They take what
they want by force, and think nothing of slaughtering or enslaving
entire villages when they can get away with it. They have little time
for niceties or details, and their camps and villages tend to be filthy,
ramshackle affairs filled with drunken brawls, pit fights, and other
sadistic entertainment. Lacking the patience for farming and only able
to shepherd the most robust and self-sufficient animals, orcs almost
always find it easier to take what someone else has built than to create
things themselves. They are arrogant and quick to anger when challenged,
but only worry about honor so far as it directly benefits them to do
so.</p><p>An adult male orc is roughly 6 feet tall and 210 pounds. Orcs
and humans interbreed frequently, though this is almost always the
result of raids and slave-taking rather than consensual unions. Many orc
tribes purposefully breed for half-orcs and raise them as their own, as
the smarter progeny make excellent strategists and leaders for their
tribes.</p>
cr:
base: 0.3375
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 222</em></p>
skills:
int:
rank: 1
traits:
senses:
dv: 60
type: npc

View File

@@ -0,0 +1,304 @@
_id: Mqwr6WSbeY662Qvb
_key: '!actors!Mqwr6WSbeY662Qvb'
img: systems/pf1/icons/skills/red_19.jpg
items:
- _id: OZQZFUH5KJpfRkye
_key: '!actors.items!Mqwr6WSbeY662Qvb.OZQZFUH5KJpfRkye'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.AjUleVwKSsSaDI4N
img: systems/pf1/icons/skills/green_13.jpg
name: Magical Beast
system:
bab: high
classSkills:
acr: true
clm: true
fly: true
per: true
ste: true
swm: true
description:
value: >-
<p>Magical beasts are similar to animals but can have
<em>Intelligence</em> scores higher than 2 (in which case the magical
beast knows at least one language, but cant necessarily speak).
Magical beasts usually have supernatural or extraordinary abilities,
but are sometimes merely bizarre in appearance or habits.</p>
<h2>Features</h2>
<p>A magical beast has the following features.</p>
<ul>
<li>d10 Hit Die.</li>
<li>Base attack bonus equal to total Hit Dice (fast progression).</li>
<li>Good <em>Fortitude</em> and <em>Reflex</em> saves.</li>
<li>Skill points equal to 2 + Int modifier (minimum 1) per Hit Die.
The following are class skills for magical beasts:
<em>Acrobatics</em>, <em>Climb</em>, <em>Fly</em>,
<em>Perception</em>, <em>Stealth</em>, <em>Swim</em>.</li>
</ul>
<h2>Traits</h2>
<p>A magical beast possesses the following traits (unless otherwise
noted in a creatures entry).</p>
<ul>
<li><em>Darkvision</em> 60 feet.</li>
<li><em>Low-light vision</em>.</li>
<li>Proficient with its natural weapons only.</li>
<li>Proficient with no armor.</li>
<li>Magical beasts breathe, eat, and sleep.</li>
</ul>
hd: 10
hp: 5
savingThrows:
fort:
value: high
ref:
value: high
skillsPerLevel: 2
subType: racial
tag: magicalBeast
type: class
- _id: NBzvKVdAYFUQsZNF
_key: '!actors.items!Mqwr6WSbeY662Qvb.NBzvKVdAYFUQsZNF'
flags:
core:
sourceId: Compendium.pf1.feats.Item.vWiTqHC4Y3Xn1Pme
img: systems/pf1/icons/feats/weapon-finesse.jpg
name: Weapon Finesse
system:
description:
value: >-
<i>You are trained in using your agility in melee combat, as opposed
to brute strength.</i><p><strong>Benefits</strong>: With a light
weapon, rapier, whip, or spiked chain made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls.</p><p><strong>Special</strong>:
Natural weapons are considered light weapons.</p>
sources:
- id: PZO1110
pages: 117, 136
tags:
- Combat
- Weapon
type: feat
- _id: fFyyUAIuU5ISR4Px
_key: '!actors.items!Mqwr6WSbeY662Qvb.fFyyUAIuU5ISR4Px'
img: systems/pf1/icons/skills/blood_05.jpg
name: Touch
system:
actions:
- _id: UBemTuAhYInP1vCg
ability:
attack: dex
actionType: mwak
activation:
type: nonaction
unchained:
type: nonaction
effectNotes:
- Attach
name: Attack
touch: true
subType: natural
type: attack
- _id: UwmDYgwda6BGsH7B
_key: '!actors.items!Mqwr6WSbeY662Qvb.UwmDYgwda6BGsH7B'
img: systems/pf1/icons/skills/blood_07.jpg
name: Attach
system:
abilityType: ex
contextNotes:
- target: cmb
text: +8 racial bonus to maintain grapple.
description:
value: >-
<p>When a stirge hits with a touch attack, its barbed legs latch onto
the target, anchoring it in place. An attached stirge is effectively
grappling its prey. The stirge loses its Dexterity bonus to AC and has
an AC of 12, but holds on with great tenacity and inserts its
proboscis into the grappled targets flesh. A stirge has a +8 racial
bonus to maintain its grapple on a foe once it is attached. An
attached stirge can be struck with a weapon or grappled itself—if its
prey manages to win a grapple check or Escape Artist check against it,
the stirge is removed.</p>
sources:
- id: PZO1112
pages: '260'
subType: misc
type: feat
- _id: Cw10hlnmvejJz6mQ
_key: '!actors.items!Mqwr6WSbeY662Qvb.Cw10hlnmvejJz6mQ'
img: systems/pf1/icons/skills/blood_09.jpg
name: Blood Drain
system:
abilityType: ex
actions:
- _id: DUaMTTqeScAK1qba
activation:
type: nonaction
unchained:
type: nonaction
effectNotes:
- 1 point of Constitution damage.
name: Use
attackNotes:
- plus diseased
description:
value: >-
<p>A stirge drains blood at the end of its turn if it is attached to a
foe, inflicting 1 point of Constitution damage. Once a stirge has
dealt 4 points of Constitution damage, it detaches and flies off to
digest the meal. If its victim dies before the stirge's appetite has
been sated, the stirge detaches and seeks a new target.</p>
showInQuickbar: true
sources:
- id: PZO1112
pages: '260'
subType: misc
type: feat
- _id: ssjENYwvDD4kZ14H
_key: '!actors.items!Mqwr6WSbeY662Qvb.ssjENYwvDD4kZ14H'
img: systems/pf1/icons/skills/affliction_01.jpg
name: Diseased
system:
abilityType: ex
description:
value: >-
<p>Due to the stagnant swamps in which they live and their contact
with the blood of numerous creatures, stirges are harbingers of
disease. Any creature subjected to a stirge's blood drain attack has a
10% chance of being exposed to filth fever, blinding sickness, or a
similar disease. Once this check is made, the victim can no longer be
infected by this particular stirge, though attacks by different
stirges are resolved normally and may result in multiple
illnesses.</p>
sources:
- id: PZO1112
pages: '260'
subType: misc
type: feat
- _id: y5pemrdnq7YuNwAE
_key: '!actors.items!Mqwr6WSbeY662Qvb.y5pemrdnq7YuNwAE'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.ePCw9eVAidI9uc5I
img: icons/creatures/eyes/lizard-single-slit-pink.webp
name: Scent
system:
abilityType: ex
description:
value: >-
<p>This special sense allows a creature to detect approaching enemies,
sniff out hidden foes, and track by sense of smell. Creatures with the
scent ability can identify familiar odors just as humans do familiar
sights.</p><p>The creature can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Strong scents, such as smoke
or rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench, can be
detected at triple the normal range.</p><p>When a creature detects a
scent, the exact location of the source is not revealed—only its
presence somewhere within range. The creature can take a move action
to note the direction of the scent. When the creature is within 5 feet
of the source, it pinpoints the sources location.</p><p>A creature
with the scent ability can follow tracks by smell, attempting a Wisdom
or Survival check to find or follow a track. The typical DC for a
fresh trail is 10 (no matter what kind of surface holds the scent).
This DC increases or decreases depending on how strong the quarrys
odor is, the number of creatures, and the age of the trail. For each
hour that the trail is cold, the DC increases by 2. Creatures tracking
by scent ignore the effects of surface conditions and poor visibility.
The ability otherwise follows the rules for the Survival
skill.</p><p><em>Format:</em> scent</p><p><em>Location:</em>
Senses.</p>
sources:
- id: PZO1112
pages: '304'
- id: PZO1116
pages: '301'
- id: PZO1120
pages: '299'
- id: PZO1127
pages: '299'
- id: PZO1133
pages: '298'
- id: PZO1137
pages: '298'
subType: misc
type: feat
name: Stirge
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/skills/red_19.jpg
system:
abilities:
cha:
value: 6
dex:
value: 19
int:
value: 1
str:
value: 3
wis:
value: 12
attributes:
cmdNotes: 17 vs. trip
speed:
fly:
base: 40
land:
base: 10
details:
biography:
value: >-
<p>Stirges are vicious, blood-drinking swamp pests that prey on wild
animals, livestock, and unwary travelers. While weak individually,
swarms of the creatures are capable of draining a man dry in minutes,
leaving only a desiccated husk in their wake.</p><p>Closer to mammals
than insects, stirges carry their bodies through the air on four fleshy
wings, searching out warm-blooded prey. They are fond of hiding near
watering holes and waiting for travelers to drop their guard, then
swooping out to attach and drink their fill by thrusting their long
feeding tubes into unprotected veins. After feeding they flap heavily
off into the mud and reeds to lay their eggs and rest until hunger
drives them to hunt again.</p><p>Stirges are usually 1 foot long, with a
wingspan of twice that, and weigh just under a pound. Their coloration
is rust-red or reddish-brown with a dirty yellow underbelly, though
stirges that have not fed in some time are often pale pink, their color
deepening as they gorge.</p>
cr:
base: 0.5
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 260</em></p>
skills:
ste:
rank: 1
traits:
senses:
dv: 60
ll:
enabled: true
sc: 30
size: tiny
type: npc

View File

@@ -0,0 +1,363 @@
_id: kbRxOWri3GzpgSx5
_key: '!actors!kbRxOWri3GzpgSx5'
img: icons/creatures/invertebrates/wasp-swarm-attack.webp
items:
- _id: pSvEXKEqAjadbkA0
_key: '!actors.items!kbRxOWri3GzpgSx5.pSvEXKEqAjadbkA0'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.g3gX00gTvJU478ju
img: systems/pf1/icons/skills/green_05.jpg
name: Vermin
system:
bab: med
changes:
- _id: AH2l0Fte
formula: '8'
target: skill.per
type: racial
description:
value: >-
<p>This type includes insects, arachnids, other arthropods, worms, and
similar invertebrates.</p>
<h2>Features</h2>
<p>Vermin have the following features.</p>
<ul>
<li>d8 Hit Die.</li>
<li>Base attack bonus equal to 3/4 total Hit Dice (medium
progression).</li>
<li>Good <em>Fortitude</em> saves.</li>
<li>Skill points equal to 2 + Int modifier (minimum 1) per Hit Die.
Most vermin, however, are mindless and gain no skill points or feats.
Vermin have no class skills.</li>
</ul>
<h2>Traits</h2>
<p>Vermin possess the following traits (unless otherwise noted in a
creatures entry).</p>
<ul>
<li>Mindless: No <em>Intelligence</em> score, and immunity to all
mind-affecting effects (charms, compulsions, morale effects, patterns,
and phantasms). A vermin-like creature with an <em>Intelligence</em>
score is usually either an animal or a magical beast, depending on its
other abilities.</li>
<li><em>Darkvision</em> 60 feet.</li>
<li>Proficient with its natural weapons only.</li>
<li>Proficient with no armor.</li>
<li>Vermin breathe, eat, and sleep.</li>
</ul>
hp: 31
level: 7
savingThrows:
fort:
value: high
skillsPerLevel: 2
subType: racial
tag: vermin
type: class
- _id: GAbLV8OVXrFGtOAD
_key: '!actors.items!kbRxOWri3GzpgSx5.GAbLV8OVXrFGtOAD'
img: systems/pf1/icons/skills/green_23.jpg
name: Swarm traits
system:
contextNotes:
- target: cmd
text: |-
Cannot be tripped.
Cannot be grappled.
Cannot be bull rushed.
- target: ac
text: |-
Immune to flaking.
Immune to critical hits.
- target: cmb
text: Cannot grapple.
description:
value: >-
<p>A swarm has no clear front or back and no discernable anatomy, so
it is not subject to <em>critical hits</em> or <em>flanking</em>. A
swarm made up of <em>Tiny</em> creatures takes half damage from
<em>slashing</em> and <em>piercing</em> weapons. A swarm composed of
<em>Fine</em> or <em>Diminutive</em> creatures is immune to all weapon
damage. Reducing a swarm to 0 hit points or less causes it to break
up, though damage taken until that point does not degrade its ability
to attack or resist attack. Swarms are never
@UUID[Compendium.pf1.pf1e-rules.JournalEntry.NSqfXaj4MevUR2uJ.JournalEntryPage.TTp8q9Vb2PNAujWu]{staggered}
or reduced to a dying state by damage. Also, they cannot be
<em>tripped</em>,
@UUID[Compendium.pf1.pf1e-rules.JournalEntry.NSqfXaj4MevUR2uJ.JournalEntryPage.i4gHNAVajJWs4cFI]{grappled},
or <em>bull rushed</em>, and they cannot <em>grapple</em> an
opponent.</p><p>A swarm is immune to any spell or effect that targets
a specific number of creatures (including single-target spells such as
disintegrate), with the exception of mind-affecting effects (charms,
compulsions, morale effects, patterns, and phantasms) if the swarm has
an Intelligence score and a hive mind. A swarm takes half again as
much damage (+50%) from spells or effects that affect an area, such as
splash weapons and many evocation spells.</p><p>Swarms made up of
<em>Diminutive</em> or <em>Fine</em> creatures are susceptible to high
winds, such as those created by a gust of wind spell. For purposes of
determining the effects of wind on a swarm, treat the swarm as a
creature of the same size as its constituent creatures. A swarm
rendered unconscious by means of nonlethal damage becomes disorganized
and dispersed, and does not reform until its hit points exceed its
nonlethal damage.</p>
sources:
- id: PZO1112
pages: '313'
subType: misc
type: feat
- _id: gaXVwktVkdJKCgME
_key: '!actors.items!kbRxOWri3GzpgSx5.gaXVwktVkdJKCgME'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.qP52Vv8OelEql6Oq
img: icons/creatures/invertebrates/wasp-swarm-attack.webp
name: Swarm Attack
system:
actions:
- _id: RPbC0gO0bojimD6B
activation:
type: nonaction
unchained:
type: nonaction
damage:
parts:
- formula: ceil(@attributes.hd.total / 5)d6
type:
custom: ''
values:
- untyped
name: Attack
save:
dc: 10 + floor(@attributes.hd.total /2) + @abilities.con.mod
description: Fortitude negates nauseated condition
type: fort
description:
value: >-
<p>Creatures with the swarm subtype don't make standard melee attacks.
Instead, they deal automatic damage to any creature whose space they
occupy at the end of their move, with no attack roll needed. Swarm
attacks are not subject to a miss chance for concealment or cover. A
swarm's statistics block has "swarm" in the Melee entries, with no
attack bonus given. The amount of damage a swarm deals is based on its
Hit Dice, as shown below.</p><table><thead><tr><th>Swarm
HD</th><th>Swarm Base
Damage</th></tr></thead><tbody><tr><td><p>1-5</p></td><td><p>1d6</p></td></tr><tr><td><p>6-10</p></td><td><p>2d6</p></td></tr><tr><td><p>11-15</p></td><td><p>3d6</p></td></tr><tr><td><p>16-20</p></td><td><p>4d6</p></td></tr><tr><td><p>21
or more</p></td><td><p>5d6</p></td></tr></tbody></table><p>A swarm's
attacks are nonmagical, unless the swarm's description states
otherwise. Damage reduction sufficient to reduce a swarm attack's
damage to 0, being incorporeal, or other special abilities usually
give a creature immunity (or at least resistance) to damage from a
swarm. Some swarms also have acid, blood drain, poison, or other
special attacks in addition to normal damage.</p><p>Swarms do not
threaten creatures, and do not make attacks of opportunity with their
swarm attack. However, they distract foes whose squares they occupy,
as described below.</p><p>Swarms possess the
@UUID[Compendium.pf1.monster-abilities.Item.WMwjQfyTC5BCoZlf]{distraction}
universal monster rule. Spellcasting or concentrating on spells within
the area of a swarm requires a caster level check (DC 20 + spell
level). Using skills that involve patience and concentration requires
a DC 20 Will save.</p>
effectNotes:
- plus poison
sources:
- id: PZO1112
pages: '313'
subType: natural
type: attack
- _id: d87C6WS76kg5n92q
_key: '!actors.items!kbRxOWri3GzpgSx5.d87C6WS76kg5n92q'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.R4HTn8pmyiBaMTC5
img: systems/pf1/icons/races/drow.png
name: Poison
system:
abilityType: ex
actions:
- _id: nWQEJMqSqeqKAevY
actionType: save
activation:
type: nonaction
unchained:
type: nonaction
duration:
units: round
value: '4'
name: Use
save:
dc: 10 + floor(@attributes.hd.total / 2) + @abilities.con.mod
description: Fortitude negates
type: fort
description:
value: >-
<p>A creature with this ability can poison those it attacks. The
effects of the poison, including its save, frequency, and cure, are
included in the creature's description. The saving throw to resist a
poison is usually a Fortitude save (DC = 10 + 1/2 poisoning creatures
racial HD + that creatures Constitution modifier; the exact DC is
given in the creatures descriptive text). Poisons can be removed
through neutralize poison and similar effects.</p><p><em>Format:</em>
<strong>Poison Name (Ex)</strong> Sting - injury; save Fort DC 22,
frequency 1/round for 6 rounds, effect 1d4 Con damage, cure 2
consecutive saves</p><p><em>Location:</em> Special Attacks and
individual attacks.</p><section class="secret"
id="secret-sCgoWOfowByja0kp"><p>Swarm - injury; save Fort DC 13;
frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1
save. The save DC is Constitution-based.</p></section><section
class="secret" id="secret-QK39LbVHekafjpba"><p><strong>Use:</strong>
change the description above, then on <em>Use</em> (Details tab)
change effect and the save DC.</p></section>
showInQuickbar: true
sources:
- id: PZO1112
pages: '302'
- id: PZO1116
pages: '300'
- id: PZO1120
pages: '297'
- id: PZO1127
pages: '297'
- id: PZO1133
pages: '297'
- id: PZO1137
pages: '296'
subType: misc
type: feat
- _id: zm5dBJNhAWVkHSP9
_key: '!actors.items!kbRxOWri3GzpgSx5.zm5dBJNhAWVkHSP9'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.WMwjQfyTC5BCoZlf
img: systems/pf1/icons/skills/affliction_13.jpg
name: Distraction
system:
abilityType: ex
actions:
- _id: DRdZAz8xlCa6bsVl
actionType: save
activation:
type: nonaction
unchained:
type: nonaction
name: Use
save:
dc: 10 + floor(@attributes.hd.total /2) + @abilities.con.mod
description: Fortitude negates
type: fort
description:
value: >-
<p>A creature with this ability can nauseate creatures it damages. Any
living creature that takes damage from a creature with the distraction
ability is nauseated for 1 round; a Fortitude save (DC = 10 + 1/2
creatures HD + creatures Constitution modifier) negates the
effect.</p><p><em>Format:</em> distraction (DC
14)</p><p><em>Location:</em> Special Attacks.</p>
sources:
- id: PZO1112
pages: '299'
- id: PZO1116
pages: '296'
- id: PZO1120
pages: '294'
- id: PZO1127
pages: '293'
- id: PZO1133
pages: '292'
- id: PZO1137
pages: '292'
subType: misc
type: feat
- _id: 3RRZ0nxswdGpRIL1
_key: '!actors.items!kbRxOWri3GzpgSx5.3RRZ0nxswdGpRIL1'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.abPQPu23CmkfWudq
img: icons/creatures/eyes/humanoid-single-blind.webp
name: Darkvision
system:
abilityType: ex
description:
value: >-
<p>A creature with darkvision can see in total darkness, usually to a
range of 60 feet. Within this range, the creature can see as clearly
as a sighted creature could see in an area of bright light. Darkvision
is black and white only but otherwise like normal
sight.</p><p><em>Format:</em> darkvision 60
ft.</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1133
pages: '292'
- id: PZO1127
pages: '292'
- id: PZO1137
pages: '292'
subType: misc
type: feat
name: Wasp Swarm
prototypeToken:
flags:
pf1:
staticSize: true
height: 2
sight:
enabled: true
texture:
src: icons/creatures/invertebrates/wasp-swarm-attack.webp
width: 2
system:
abilities:
cha:
value: 9
dex:
value: 13
int:
value: null
str:
value: 1
wis:
value: 12
attributes:
speed:
fly:
base: 40
maneuverability: good
land:
base: 5
details:
cr:
base: 3
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 275</em></p>
traits:
ci:
custom:
- Staggered
value:
- mindAffecting
di:
custom:
- Weapon Damage
- Critical Hits
senses:
dv: 60
size: dim
stature: long
type: npc

View File

@@ -0,0 +1,343 @@
_id: FcnBThxlSwMpdl4H
_key: '!actors!FcnBThxlSwMpdl4H'
img: systems/pf1/icons/skills/blue_29.jpg
items:
- _id: ZsLzNOdrjEIDVOTK
_key: '!actors.items!FcnBThxlSwMpdl4H.ZsLzNOdrjEIDVOTK'
flags:
core:
sourceId: Compendium.pf1.racialhd.Item.WJqmmfXscPVpcISH
img: systems/pf1/icons/skills/blue_29.jpg
name: Animal
system:
bab: med
classSkills:
acr: true
clm: true
fly: true
per: true
ste: true
swm: true
contextNotes:
- target: skill.sur
text: +[[4]] when tracking by scent.
description:
value: >-
<p>An animal is a living, nonhuman creature, usually a vertebrate with
no magical abilities and no innate capacity for language or culture.
Animals usually have additional information on how they can serve as
companions.</p>
<h2>Features</h2>
<p>An animal has the following features (unless otherwise noted).</p>
<ul>
<li>d8 Hit Die.</li>
<li>Base attack bonus equal to 3/4 total Hit Dice (medium
progression).</li>
<li>Good <em>Fortitude</em> and <em>Reflex</em> saves.</li>
<li>Skill points equal to 2 + <em>Int</em> modifier (minimum 1) per
Hit Die. The following are class skills for animals:
<em>Acrobatics</em>, <em>Climb</em>, <em>Fly</em>,
<em>Perception</em>, <em>Stealth</em>, and <em>Swim</em>.</li>
</ul>
<h2>Traits</h2>
<p>An animal possesses the following traits (unless otherwise noted in
a creatures entry).</p>
<ul>
<li><em>Intelligence</em> score of 1 or 2 (no creature with an
<em>Intelligence</em> score of 3 or higher can be an animal).</li>
<li><em>Low-light vision</em>.</li>
<li>Alignment: Always neutral.</li>
<li>Treasure: None.</li>
<li>Proficient with its natural weapons only. A non-combative
herbivore treats its natural weapons as secondary attacks. Such
attacks are made with a 5 penalty on the creatures attack rolls, and
the animal receives only 1/2 its <em>Strength</em> modifier as a
damage adjustment.</li>
<li>Proficient with no armor unless trained for war. (See
<em>FAQ</em>s and <em>Handle Animal Skill</em>.)</li>
<li>Animals breathe, eat, and sleep.</li>
</ul>
hp: 9
level: 2
savingThrows:
fort:
value: high
ref:
value: high
skillsPerLevel: 2
subType: racial
tag: animal
type: class
- _id: BeqHwmBOIHJlZYnj
_key: '!actors.items!FcnBThxlSwMpdl4H.BeqHwmBOIHJlZYnj'
flags:
core:
sourceId: Compendium.pf1.feats.Item.7zJTztNW7hdaqjKc
img: systems/pf1/icons/feats/skill-focus.jpg
name: Skill Focus (Perception)
system:
changes:
- _id: vIGW8638
formula: '@skills.per.rank < 10 ? 3 : 6'
target: skill.per
type: untyped
description:
value: >-
<i>Choose a skill. You are particularly adept at that
skill.</i><p><strong>Benefits</strong>: You get a +3 bonus on all
checks involving the chosen skill. If you have 10 or more ranks in
that skill, this bonus increases to
+6.</p><p><strong>Special</strong>: You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it
applies to a new skill.</p>
sources:
- id: PZO1110
pages: 116, 134
tags:
- General
- Skill
type: feat
- _id: A0ShhYj2xD07tYla
_key: '!actors.items!FcnBThxlSwMpdl4H.A0ShhYj2xD07tYla'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.szjeStouwI3F3WdP
img: systems/pf1/icons/skills/red_29.jpg
name: Bite
system:
actions:
- _id: jxtofrfc2lcw0osl
ability:
attack: str
damage: str
damageMult: 1
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 6, @size)
type:
custom: ''
values:
- piercing
- bludgeoning
- slashing
img: systems/pf1/icons/skills/red_29.jpg
name: Attack
range:
units: melee
tag: bite
baseTypes:
- Bite
description:
value: >-
<p>A primary natural weapon that crushes, tears and tears with teeth
and jaws.</p><p>It deals bludgeoning, slashing or piercing damage,
whichever is most beneficial one.</p><hr /><p>For general rules on
natural attacks, see:
@UUID[Compendium.pf1.pf1e-rules.nBnUY0koBzXqoEft.JournalEntryPage.8zivKFrhTVkbtjm3]{Natural
Attacks} (UMR).</p>
effectNotes:
- plus trip
proficient: true
subType: natural
weaponGroups:
value:
- natural
type: attack
- _id: fGtamGVwS60iZLIc
_key: '!actors.items!FcnBThxlSwMpdl4H.fGtamGVwS60iZLIc'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.qe671ZP4ZsO5cbrt
img: icons/creatures/eyes/humanoid-single-yellow.webp
name: Low-Light Vision
system:
abilityType: ex
description:
value: >-
<p>A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light.
It retains the ability to distinguish color and detail under these
conditions.</p><p><em>Format:</em> low-light
vision</p><p><em>Location:</em> Senses.</p>
sources:
- id: PZO1112
pages: '301'
- id: PZO1127
pages: '296'
- id: PZO1133
pages: '295'
- id: PZO1137
pages: '295'
subType: misc
type: feat
- _id: MjvYXkgeck7wlRYx
_key: '!actors.items!FcnBThxlSwMpdl4H.MjvYXkgeck7wlRYx'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.ePCw9eVAidI9uc5I
img: icons/creatures/eyes/lizard-single-slit-pink.webp
name: Scent
system:
abilityType: ex
description:
value: >-
<p>This special sense allows a creature to detect approaching enemies,
sniff out hidden foes, and track by sense of smell. Creatures with the
scent ability can identify familiar odors just as humans do familiar
sights.</p><p>The creature can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Strong scents, such as smoke
or rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench, can be
detected at triple the normal range.</p><p>When a creature detects a
scent, the exact location of the source is not revealed—only its
presence somewhere within range. The creature can take a move action
to note the direction of the scent. When the creature is within 5 feet
of the source, it pinpoints the sources location.</p><p>A creature
with the scent ability can follow tracks by smell, attempting a Wisdom
or Survival check to find or follow a track. The typical DC for a
fresh trail is 10 (no matter what kind of surface holds the scent).
This DC increases or decreases depending on how strong the quarrys
odor is, the number of creatures, and the age of the trail. For each
hour that the trail is cold, the DC increases by 2. Creatures tracking
by scent ignore the effects of surface conditions and poor visibility.
The ability otherwise follows the rules for the Survival
skill.</p><p><em>Format:</em> scent</p><p><em>Location:</em>
Senses.</p>
sources:
- id: PZO1112
pages: '304'
- id: PZO1116
pages: '301'
- id: PZO1120
pages: '299'
- id: PZO1127
pages: '299'
- id: PZO1133
pages: '298'
- id: PZO1137
pages: '298'
subType: misc
type: feat
- _id: DElwe3hCfxaaRD8D
_key: '!actors.items!FcnBThxlSwMpdl4H.DElwe3hCfxaaRD8D'
flags:
core:
sourceId: Compendium.pf1.monster-abilities.Item.LdUxqwe1uKw5DVNS
img: icons/magic/control/silhouette-fall-slip-prone.webp
name: Trip
system:
abilityType: ex
actions:
- _id: C2nGMdHfD2zy4x0z
ability:
attack: str
actionType: mcman
activation:
type: free
unchained:
type: free
duration:
units: inst
name: Trip
description:
value: >-
<p>A creature with the trip special attack can attempt to trip its
opponent as a free action without provoking an attack of opportunity
if it hits with the specified attack. If the attempt fails, the
creature is not tripped in return.</p><p><em>Format:</em> trip
(bite)</p><p><em>Location:</em> individual attacks.</p>
sources:
- id: PZO1112
pages: '305'
- id: PZO1116
pages: '302'
- id: PZO1120
pages: '300'
- id: PZO1133
pages: '301'
- id: PZO1137
pages: '300'
subType: misc
type: feat
name: Wolf
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/skills/blue_29.jpg
system:
abilities:
cha:
value: 6
con:
value: 15
dex:
value: 15
int:
value: 2
str:
value: 13
wis:
value: 12
attributes:
cmdNotes: 18 vs. trip
naturalAC: 2
quadruped: true
speed:
land:
base: 50
details:
biography:
value: >-
<p>Wandering alone or in packs, wolves sit at the top of the food chain.
Ferociously territorial and exceptionally wide-ranging in their hunting,
wolf packs cover broad areas. A wolfs wide paws contain slight webbing
between the toes that assists in moving over snow, and its fur is a
thick, water-resistant coat ranging in color from gray to brown and even
black in some species. Its paws contain scent glands that mark the
ground as it travels, assisting in navigation as well as broadcasting
its whereabouts to fellow pack members. Generally, a wolf stands from
2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150
pounds, with females being slightly smaller.</p>
cr:
base: 1
notes:
value: <p><strong>Source</strong> <em>Pathfinder RPG Bestiary pg. 278</em></p>
skills:
per:
rank: 1
ste:
rank: 1
traits:
senses:
ll:
enabled: true
sc: 30
stature: long
type: npc

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@@ -0,0 +1,36 @@
_id: MXj2WoyW7vLxiVYw
_key: '!items!MXj2WoyW7vLxiVYw'
img: systems/pf1/icons/skills/water_07.jpg
name: A Thousand Faces (DRU)
system:
abilityType: su
actions:
- _id: z9wh0ov1bfi5v52q
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: minute
value: '@cl'
name: Use
range:
units: personal
target:
value: Self
associations:
classes:
- Druid
description:
value: >-
<p>At 13th level, a druid gains the ability to change her appearance at
will, as if using the
@UUID[Compendium.pf1.spells.Item.kouqz0pm1xl8xilm]{alter self} spell, but
only while in her normal form.</p>
sources:
- id: PZO1110
pages: '51'
subType: classFeat
type: feat

View File

@@ -0,0 +1,17 @@
_id: cBwQdqQ4KmVBck3t
_key: '!items!cBwQdqQ4KmVBck3t'
img: systems/pf1/icons/skills/violet_03.jpg
name: A Thousand Faces (SHI)
system:
abilityType: su
associations:
classes:
- Shifter
description:
value: >-
<p>At 18th level, a shifter gains the ability to change her appearance at
will, as if using the @Compendium[pf1.spells.kouqz0pm1xl8xilm]{Alter Self}
spell, but only while in her normal form.</p>
subType: classFeat
type: feat

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@@ -0,0 +1,48 @@
_id: pdQNisffDmQqAvsK
_key: '!items!pdQNisffDmQqAvsK'
img: systems/pf1/icons/spells/light-royal-1.jpg
name: Abadar's Boon
system:
abilityType: sp
actions:
- _id: u8vwsde0ynp9rla9
activation:
type: minute
unchained:
type: minute
duration:
units: minute
value: '1'
name: Use
range:
units: seeText
target:
value: masterwork weapon held
associations:
classes:
- Oracle
description:
value: >-
<p>You can spend 1 minute meditating on and communing with a masterwork
object of any type. At the end of this time, you can speak with that item.
This functions as per @Compendium[pf1.spells.wgm8mm1za909pwch]{Stone
Tell}, except that it works with masterwork goods, and the item cannot
tell you what it covers or conceals if that question is not applicable to
it.</p>
<p>You can speak with items in this way for a number of minutes equal to
your oracle level. This duration does not need to be consecutive, but it
must be used in 1-minute increments.</p>
sources:
- id: PZO9293
pages: '26'
subType: classFeat
tag: classFeat_abadarsBoon
tags:
- Revelation
- Godclaw Mystery
uses:
maxFormula: '@class.level'
per: day
type: feat

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@@ -0,0 +1,71 @@
_id: TN0YlgImhdUKqzg6
_key: '!items!TN0YlgImhdUKqzg6'
img: systems/pf1/icons/skills/blue_37.jpg
name: Aberrant Bloodline
system:
associations:
classes:
- Sorcerer
classSkills:
kdu: true
description:
value: >-
<p><em>There is a taint in your blood, one that is alien and bizarre. You
tend to think in odd ways, approaching problems from an angle that most
would not expect. Over time, this taint manifests itself in your physical
form.</em></p><p><strong>Class Skill:</strong> <em>Knowledge</em>
(dungeoneering).</p><p><strong>Bonus
Spells:</strong></p><ul><li>@Compendium[pf1.spells.jnlr9cuepka1l26e]{Enlarge
Person} (3rd)</li><li>@Compendium[pf1.spells.nokru6mxk9p3r513]{See
Invisibility}
(5th)</li><li>@Compendium[pf1.spells.m1rmcpcaixcpz9ib]{Tongues}(7th)</li><li>@Compendium[pf1.spells.wralcmyi4tdcai24]{Black
Tentacles}
(9th)</li><li>@Compendium[pf1.spells.66vvhyiy5q8yzbq2]{Feeblemind}(11th)</li><li>@Compendium[pf1.spells.fxwycv6d7xwzua4t]{Veil}
(13th)</li><li>@Compendium[pf1.spells.q3st18udsalnyz5v]{Plane Shift}
(15th)</li><li>@Compendium[pf1.spells.blvetbc929cfx4m8]{Mind Blank}
(17th)</li><li>@Compendium[pf1.spells.n3lp01euzcdmtbw5]{Shapechange}
(19th)</li></ul><p><strong>Bonus
Feats:</strong></p><ul><li>@Compendium[pf1.feats.u7rGDZUL296QIuA0]{Combat
Casting}</li><li>@Compendium[pf1.feats.711B9WNFgpdDKKf2]{Improved
Disarm}</li><li>@Compendium[pf1.feats.ZmQkRk93nbHxsQSt]{Improved
Grapple}</li><li>@Compendium[pf1.feats.Uuiu3p982omhMEPj]{Improved
Initiative}</li><li>@Compendium[pf1.feats.2aTFNMs3pW6nUBlr]{Improved
Unarmed Strike}</li><li>@Compendium[pf1.feats.iAbIGhm7T2OK9Brt]{Iron
Will}</li><li>@Compendium[pf1.feats.2YuxcUNFMPNBpekG]{Silent
Spell}</li><li>@Compendium[pf1.feats.7zJTztNW7hdaqjKc]{Skill Focus}
(<em>Knowledge</em> [dungeoneering])</li></ul><p><strong>Bloodline
Arcana:</strong> Whenever you cast a spell of the <em>polymorph</em>
subschool, increase the duration of the spell by 50% (minimum 1 round).
This bonus does not stack with the increase granted by the
@Compendium[pf1.feats.btXWioB3SKJv8YEG]{Extend Spell}
feat.</p><p><strong>Bloodline Powers:</strong> Aberrant sorcerers show
increasing signs of their tainted heritage as they increase in level,
although they are only visible when
used.</p><p>@UUID[Compendium.pf1.class-abilities.Item.NpZbdMOBzmmIFRNx]{Acidic
Ray (Sp)}: Starting at 1st level, you can fire an acidic ray as a standard
action, targeting any foe within 30 feet as a ranged touch attack. The
acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer
levels you possess. You can use this ability a number of times per day
equal to 3 + your Charisma
modifier.</p><p>@UUID[Compendium.pf1.class-abilities.Item.iMzXKM0Dty4c5c3i]{Long
Limbs (Ex)}: At 3rd level, your reach increases by 5 feet whenever you are
making a melee touch attack. This ability does not otherwise increase your
threatened area. At 11th level, this bonus to your reach increases to 10
feet. At 17th level, this bonus to your reach increases to 15
feet.</p><p>@UUID[Compendium.pf1.class-abilities.Item.z2URRzGWq6nmb9Lp]{Unusual
Anatomy (Ex)}: At 9th level, your anatomy changes, giving you a 25% chance
to ignore any critical hit or sneak attack scored against you. This chance
increases to 50% at 13th
level.</p><p>@UUID[Compendium.pf1.class-abilities.Item.QpujcXO1o1hpGHYo]{Alien
Resistance (Su)}: At 15th level, you gain spell resistance equal to your
sorcerer level +
10.</p><p>@UUID[Compendium.pf1.class-abilities.Item.F3X4VAPZQdCLlmAi]{Aberrant
Form (Ex)}: At 20th level, your body becomes truly unnatural. You are
immune to critical hits and sneak attacks. In addition, you gain
blindsight with a range of 60 feet and damage reduction 5/—.</p>
sources:
- id: PZO1110
pages: '72'
subType: classFeat
type: feat

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@@ -0,0 +1,49 @@
_id: vO3bZ5JRy5MPFmmm
_key: '!items!vO3bZ5JRy5MPFmmm'
img: systems/pf1/icons/skills/red_13.jpg
name: Aberrant Bloodrager Bloodline
system:
associations:
classes:
- Bloodrager
description:
value: >-
<p><em>There is a taint in your blood that is both alien and bizarre. When
you bloodrage, this manifests in peculiar and terrifying
ways.</em><p><b>Bonus Feats:</b></p>
<ul>
<li>@Compendium[pf1.feats.h9nHYLxXvIXBTmup]{Combat Reflexes}</li>
<li>@Compendium[pf1.feats.fVRnBIHR4Jq6btvm]{Great Fortitude}</li>
<li>@Compendium[pf1.feats.711B9WNFgpdDKKf2]{Improved Disarm}</li>
<li>@Compendium[pf1.feats.ZmQkRk93nbHxsQSt]{Improved Grapple}</li>
<li>@Compendium[pf1.feats.Uuiu3p982omhMEPj]{Improved Initiative}</li>
<li>@Compendium[pf1.feats.2aTFNMs3pW6nUBlr]{Improved Unarmed Strike}</li>
<li>@Compendium[pf1.feats.iAbIGhm7T2OK9Brt]{Iron Will}</li>
</ul>
<p><b>Bonus Spells:</b> </p>
<ul>
<li>@Compendium[pf1.spells.jnlr9cuepka1l26e]{Enlarge Person} (7th), </li>
<li>@Compendium[pf1.spells.nokru6mxk9p3r513]{See Invisibility} (10th),
</li>
<li>@Compendium[pf1.spells.r190q9zxmei82lmv]{Displacement} (13th), </li>
<li>@Compendium[pf1.spells.wralcmyi4tdcai24]{Black Tentacles} (16th)</li>
</ul>
subType: classFeat
type: feat

View File

@@ -0,0 +1,18 @@
_id: 1khurU7FMlhPgdiv
_key: '!items!1khurU7FMlhPgdiv'
img: systems/pf1/icons/skills/red_05.jpg
name: Aberrant Form (BLO)
system:
abilityType: su
associations:
classes:
- Bloodrager
description:
value: >-
<p>At 20th level, your body becomes truly unnatural. You are immune to
critical hits and sneak attacks. In addition, you gain blindsight with a
range of 60 feet and your bloodrager damage reduction increases by 1. You
have these benefits constantly, even while not bloodraging.</p>
subType: classFeat
type: feat

View File

@@ -0,0 +1,26 @@
_id: F3X4VAPZQdCLlmAi
_key: '!items!F3X4VAPZQdCLlmAi'
img: systems/pf1/icons/skills/yellow_18.jpg
name: Aberrant Form
system:
abilityType: ex
associations:
classes:
- Sorcerer
contextNotes:
- target: ac
text: Immune to critical hits and sneak attacks.
description:
value: >-
<p>At 20th level, your body becomes truly unnatural. You are immune to
critical hits and sneak attacks. In addition, you gain blindsight with a
range of 60 feet and <em>damage reduction</em> 5/—.</p>
sources:
- id: PZO1110
pages: '72'
subType: classFeat
tags:
- Bloodline Power
- Aberrant Bloodline
type: feat

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@@ -0,0 +1,16 @@
_id: S6GcVnO4SD3g3glD
_key: '!items!S6GcVnO4SD3g3glD'
img: systems/pf1/icons/skills/red_05.jpg
name: Aberrant Fortitude
system:
abilityType: su
associations:
classes:
- Bloodrager
description:
value: >-
<p>At 8th level, you become immune to the sickened and nauseated
conditions.</p>
subType: classFeat
type: feat

View File

@@ -0,0 +1,16 @@
_id: goEzCCCCQqUpf9o3
_key: '!items!goEzCCCCQqUpf9o3'
img: systems/pf1/icons/skills/red_05.jpg
name: Aberrant Resistance
system:
abilityType: su
associations:
classes:
- Bloodrager
description:
value: >-
<p>At 16th level, you are immune to disease, exhaustion, fatigue, and
poison, and to the staggered condition.</p>
subType: classFeat
type: feat

View File

@@ -0,0 +1,21 @@
_id: oDNUZatLlXCNuWEA
_key: '!items!oDNUZatLlXCNuWEA'
img: systems/pf1/icons/skills/blue_26.jpg
name: Ability Increase (2 pts)
system:
abilityType: ex
associations:
classes:
- Eidolon
description:
value: >-
<p>An eidolon grows larger muscles, gains faster reflexes, achieves
greater intelligence, or acquires another increase to one of its
abilities. Increase one of the eidolon's ability scores by +2.</p>
<p>This evolution can be selected more than once. It can only be applied
once to an individual ability score, plus 1 additional time for every 6
levels the summoner possesses.</p>
subType: classFeat
type: feat

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@@ -0,0 +1,21 @@
_id: R6EMKTYmlHuPOBxM
_key: '!items!R6EMKTYmlHuPOBxM'
img: systems/pf1/icons/skills/blue_26.jpg
name: Ability Increase (UC) (2 pts)
system:
abilityType: ex
associations:
classes:
- Eidolon (Unchained)
description:
value: >-
<p>The eidolon grows larger muscles, gains faster reflexes, achieves
greater intelligence, or acquires another increase to one of its
abilities. Increase one of the eidolons ability scores by 2.</p>
<p>This evolution can be selected more than once. It can be applied only
once to an individual ability score, plus one additional time for every 6
levels the summoner possesses.</p>
subType: classFeat
type: feat

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@@ -0,0 +1,15 @@
_id: xU6T3RFfBgPCFiDi
_key: '!items!xU6T3RFfBgPCFiDi'
img: systems/pf1/icons/skills/blood_12.jpg
name: Ability Score Increase (SPI)
system:
abilityType: ex
associations:
classes:
- Spiritualist
- Phantom
description:
value: <p>The phantom adds 1 to one of its ability scores.</p>
subType: classFeat
type: feat

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@@ -0,0 +1,16 @@
_id: NpmTiygcdDgOJ0db
_key: '!items!NpmTiygcdDgOJ0db'
img: systems/pf1/icons/items/armor/shield-heavy-metal.png
name: Abjuration Resonant School
system:
associations:
classes:
- Occultist
description:
value: >-
<p><em>Abjuration implements are objects associated with protection and
wards.</em><p><b>Implements:</b> Amulet, armor, bell, bracers, brooch,
cloak, holy symbol, shield.</p>
subType: classFeat
type: feat

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@@ -0,0 +1,37 @@
_id: 3j7RxplJSeXVt0X1
_key: '!items!3j7RxplJSeXVt0X1'
img: systems/pf1/icons/items/inventory/badge-blue.jpg
name: Abjuration School
system:
associations:
classes:
- Wizard
description:
value: >-
<p><em>The abjurer uses magic against itself, and masters the art of
defensive and warding
magics.</em></p><p>@Compendium[pf1.class-abilities.UeYdiNoaF0gG08Y5]{Resistance
(Ex)}: You gain resistance 5 to an energy type of your choice, chosen when
you prepare spells. This resistance can be changed each day. At 11th
level, this resistance increases to 10. At 20th level, this resistance
changes to immunity to the chosen energy
type.</p><p>@Compendium[pf1.class-abilities.qIFUwyCjea79rUri]{Protective
Ward (Su)}: As a standard action, you can create a 10-foot-radius field of
protective magic centered on you that lasts for a number of rounds equal
to your Intelligence modifier. All allies in this area (including you)
receive a +1 deflection bonus to their AC. This bonus increases by +1 for
every five wizard levels you possess. You can use this ability a number of
times per day equal to 3 + your Intelligence
modifier.</p><p>@Compendium[pf1.class-abilities.EkxAlV7mWUQTMe3q]{Energy
Absorption (Su)}: At 6th level, you gain an amount of energy absorption
equal to 3 times your wizard level per day. Whenever you take energy
damage, apply immunity, vulnerability (if any), and resistance first and
apply the rest to this absorption, reducing your daily total by that
amount. Any damage in excess of your absorption is applied to you
normally.</p>
sources:
- id: PZO1110
pages: 79-80
subType: classFeat
type: feat

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