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: 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

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_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

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@@ -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