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FoundryVTT/src/foundryvtt-pathfinder1-v10.8/packs/basic-monsters/street-magician.AQQnEgudQaoQsLF6.yaml
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_id: AQQnEgudQaoQsLF6
_key: '!actors!AQQnEgudQaoQsLF6'
img: systems/pf1/icons/spells/wind-grasp-eerie-1.jpg
items:
- _id: xWp4XwrxIygzAicz
_key: '!actors.items!AQQnEgudQaoQsLF6.xWp4XwrxIygzAicz'
flags:
core:
sourceId: Compendium.pf1.races.Item.efwHEwjvL9Z94MJI
img: systems/pf1/icons/races/gnome.png
name: Gnome
system:
changes:
- _id: 5lahshwG
formula: '2'
target: con
type: racial
- _id: ZGzTuAGU
formula: '2'
target: cha
type: racial
- _id: fEt4ZJjU
formula: '-2'
target: str
type: racial
- _id: ctNt0ugQ
formula: '2'
target: skill.per
type: racial
contextNotes:
- target: ac
text: +[[4]] Dodge vs Giants
- target: allSavingThrows
text: +[[2]] Racial vs Illusion Effects
- target: attack
text: +[[1]] Racial vs Humanoids (Reptillian, Goblinoid)
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>40
years</td><td><p>+4d6 years<br />(44 64 years)</p></td><td><p>+6d6
years<br />(46 76 years)</p></td><td><p>+9d6 years<br />(49 94
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>3 ft. 0
in.</td><td><p>+2d4 in.<br />(3 ft. 2 in. 3 ft. 8
in.)</p></td><td>35 lbs.</td><td><p>+(2d4 lbs.)<br />(37 43
lbs.)</p></td></tr><tr><td>Female</td><td>2 ft. 10 in.</td><td><p>+2d4
in.<br />(3 ft. 0 in. 3 ft. 6 in.)</p></td><td>30
lbs.</td><td><p>+(2d4 lbs.)<br />(32 38
lbs.)</p></td></tr></tbody></table><h2>Standard Racial
Traits</h2><ul><li><strong>Ability Score Modifiers</strong>: Gnomes
are physically weak but surprisingly hardy, and their attitude makes
them naturally agreeable. They gain +2 <em>Constitution</em>, +2
<em>Charisma</em>, and -2
<em>Strength</em>.</li><li><strong>Type</strong>: Gnomes are Humanoid
creatures with the gnome subtype.</li><li><strong>Size</strong>:
Gnomes 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>Combat Maneuver Bonus</em> and <em>Combat
Maneuver Defense</em>, and a +4 size bonus on <em>Stealth</em>
checks.</li><li><strong>Base Speed (Slow)</strong>: Gnomes have a base
speed of 20 feet.</li><li><strong>Languages</strong>: Gnomes begin
play speaking Common, Gnome, and Sylvan. Gnomes with high
<em>Intelligence</em> scores can choose from the following: Draconic,
Dwarven, Elven, Giant, Goblin, and Orc. See the <em>Linguistics skill
page</em> for more information about these
languages.</li></ul><h3>Defense Racial
Traits</h3><ul><li><strong>Defensive Training</strong>: Gnomes gain a
+4 <em>dodge bonus</em> to AC against monsters of the <em>giant</em>
subtype.</li><li><strong>Illusion Resistance</strong>: Gnomes gain a
+2 racial saving throw bonus against <em>illusion</em> spells and
effects.</li></ul><h3>Feat and Skill Racial
Traits</h3><ul><li><strong>Keen Senses</strong>: Gnomes receive a +2
<em>racial bonus</em> on
@UUID[Compendium.pf1.pf1e-rules.x175kVqUfLGPt8tC.JournalEntryPage.2h6hz5AkTDxKPFxr]{Perception}
checks.</li><li><strong>Obsessive</strong>: Gnomes receive a +2
<em>racial bonus</em> on a
@UUID[Compendium.pf1.pf1e-rules.x175kVqUfLGPt8tC.JournalEntryPage.3E8pxbjI8MD3JbfQ]{Craft}
or
@UUID[Compendium.pf1.pf1e-rules.x175kVqUfLGPt8tC.JournalEntryPage.224EaK0K72NhCeRi]{Profession}
skill of their choice.</li></ul><h3>Magical Racial
Traits</h3><ul><li><strong>Gnome Magic</strong>: Gnomes add +1 to the
DC of any saving throws against <em>illusion</em> spells that they
cast. Gnomes with <em>Charisma</em> scores of 11 or higher also gain
the following <em>spell-like abilities</em>: 1/day —
@Compendium[pf1.spells.zymaptg3vmnvfvxl]{Dancing Lights},
@Compendium[pf1.spells.mtxqp85izkb20djq]{Ghost Sound},
@Compendium[pf1.spells.a6isom7wx0nmhwfp]{Prestidigitation}, and
@Compendium[pf1.spells.ct9fhh8uawn8e4md]{Speak with Animals}. The
<em>caster level</em> for these effects is equal to the gnome's level.
The DC for these spells is equal to 10 + the spell's level + the
gnome's <em>Charisma</em> modifier.</li></ul><h3>Offensive Racial
Traits</h3><ul><li><strong>Hatred</strong>: Gnomes receive a +1 bonus
on <em>attack rolls</em> against <em>humanoid</em> creatures of the
<em>reptilian</em> and <em>goblinoid</em> subtypes because of their
special training against these hated foes.</li><li><strong>Weapon
Familiarity</strong>: Gnomes treat any weapon with the word “gnome” in
its name as a martial weapon.</li></ul><h3>Senses Racial
Traits</h3><ul><li><strong>Low-Light Vision</strong>: Gnomes can see
twice as far as <em>humans</em> in conditions of dim light.</li></ul>
languages:
value:
- common
- gnome
- sylvan
size: sm
sources:
- id: PZO1110
pages: '23'
speeds:
land: 20
subTypes:
- Gnome
tags:
- Core
type: race
- _id: frfPW5cJdWdHHhXF
_key: '!actors.items!AQQnEgudQaoQsLF6.frfPW5cJdWdHHhXF'
flags:
core:
sourceId: Compendium.pf1.classes.Item.0c4lYDywj6bQ0i8r
pf1:
links:
classAssociations:
JezeC2NnrhasIH0v: 1
TfUKEI8SVQFqKPYu: 1
V4M96Hx82E0I6olp: 1
joEbesPWsADOG2wV: 1
lo6jrqwYWA1Dd0he: 1
pfB0ooUyR6hDYRTu: 1
vx2GaC8TgVOmPCwF: 1
img: systems/pf1/icons/spells/beam-magenta-3.jpg
name: Wizard
system:
casting:
ability: int
cantrips: true
domain: 1
progression: high
spells: arcane
type: prepared
classSkills:
apr: true
art: true
crf: true
fly: true
kar: true
kdu: true
ken: true
kge: true
khi: true
klo: true
kna: true
kno: true
kpl: true
kre: true
lin: true
lor: true
pro: true
spl: true
description:
value: >-
<p>Beyond the veil of the mundane hide the secrets of absolute power.
The works of beings beyond mortals, the legends of realms where gods
and spirits tread, the lore of creations both wondrous and
terrible—such mysteries call to those with the ambition and the
intellect to rise above the common folk to grasp true might. Such is
the path of the wizard. These shrewd magic-users seek, collect, and
covet esoteric knowledge, drawing on cultic arts to work wonders
beyond the abilities of mere mortals. While some might choose a
particular field of magical study and become masters of such powers,
others embrace versatility, reveling in the unbounded wonders of all
magic. In either case, wizards prove a cunning and potent lot, capable
of smiting their foes, empowering their allies, and shaping the world
to their every desire.</p><p>Role: While universalist wizards might
study to prepare themselves for any manner of danger, specialist
wizards research schools of magic that make them exceptionally skilled
within a specific focus. Yet no matter their specialty, all wizards
are masters of the impossible and can aid their allies in overcoming
any danger.</p><h2>Class Skills</h2><p>The wizards class skills are
Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int),
Linguistics (Int), Profession (Wis), and Spellcraft (Int).</p>
fc:
hp:
value: 1
skill:
value: 1
hd: 6
hp: 9
level: 2
links:
classAssociations:
- level: 1
uuid: Compendium.pf1.class-abilities.pW1PNlDcdGl7KuEa
- level: 1
uuid: Compendium.pf1.class-abilities.20JWTam2dn7jjZFV
- level: 1
uuid: Compendium.pf1.class-abilities.BS9WDbCy2Up3QHw9
- level: 1
uuid: Compendium.pf1.class-abilities.Item.IPy4aqFYbOppaqKC
- level: 1
uuid: Compendium.pf1.class-abilities.Item.4wdsdOkgv4uEkS9K
- level: 5
uuid: Compendium.pf1.class-abilities.2h3lI574tmVjOalQ
supplements: []
savingThrows:
will:
value: high
skillsPerLevel: 2
sources:
- id: PZO1110
pages: 77-83
tag: wizard
wealth: 2d6 * 10
weaponProf:
custom:
- Club
- Dagger
- Heavy Crossbow
- Light Crossbow
- Quarterstaff
type: class
- _id: lo6jrqwYWA1Dd0he
_key: '!actors.items!AQQnEgudQaoQsLF6.lo6jrqwYWA1Dd0he'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.pW1PNlDcdGl7KuEa
img: systems/pf1/icons/items/inventory/ore-green.jpg
name: Arcane Bond (Amulet)
system:
associations:
classes:
- Wizard
class: wizard
description:
value: >-
<p>At 1st level, wizards form a powerful bond with an object or a
creature. This bond can take one of two forms: a <em>familiar</em> or
a bonded object. A <em>familiar</em> is a magical pet that enhances
the wizards skills and senses and can aid him in magic, while a
bonded object is an item a wizard can use to cast additional spells or
to serve as a magical item. Once a wizard makes this choice, it is
permanent and cannot be changed.</p>
<p>Wizards who select a bonded object begin play with one at no cost.
Objects that are the subject of an arcane bond must fall into one of
the following categories: amulet, ring, staff, wand, or weapon. These
objects are always masterwork quality. Weapons acquired at 1st level
are not made of any special material. If the object is an amulet or
ring, it must be worn to have effect, while staves, wands, and weapons
must be held in one hand. If a wizard attempts to cast a spell without
his bonded object worn or in hand, he must make a
<em>concentration</em> check or lose the spell. The DC for this check
is equal to 20 + the spells level. If the object is a ring or amulet,
it occupies the ring or neck slot accordingly.</p>
<p>A bonded object can be used once per day to cast any one spell that
the wizard has in his spellbook and is capable of casting, even if the
spell is not prepared. This spell is treated like any other spell cast
by the wizard, including casting time, duration, and other effects
dependent on the wizards level. This spell cannot be modified by
<em>metamagic feats</em> or other abilities. The bonded object cannot
be used to cast spells from the wizards opposition schools (see
<em>arcane school</em> below).</p>
<p>A wizard can add additional magic abilities to his bonded object as
if he has the required <em>Item Creation Feats</em> and if he meets
the level prerequisites of the feat. For example, a wizard with a
bonded dagger must be at least 5th level to add magic abilities to the
dagger (see @Compendium[pf1.feats.4hNO4OAWYF5vXphH]{Craft Magic Arms
and Armor} feat). If the bonded object is a wand, it loses its wand
abilities when its last charge is consumed, but it is not destroyed
and it retains all of its bonded object properties and can be used to
craft a new wand. The magic properties of a bonded object, including
any magic abilities added to the object, only function for the wizard
who owns it. If a bonded objects owner dies, or the item is replaced,
the object reverts to being an ordinary masterwork item of the
appropriate type.</p>
<p>If a bonded object is damaged, it is restored to full hit points
the next time the wizard prepares his spells. If the object of an
arcane bond is lost or destroyed, it can be replaced after 1 week in a
special ritual that costs 200 gp per wizard level plus the cost of the
masterwork item. This ritual takes 8 hours to complete. Items replaced
in this way do not possess any of the additional enchantments of the
previous bonded item. A wizard can designate an existing magic item as
his bonded item. This functions in the same way as replacing a lost or
destroyed item except that the new magic item retains its abilities
while gaining the benefits and drawbacks of becoming a bonded
item.</p>
sources:
- id: PZO1110
pages: '78'
subType: classFeat
type: feat
- _id: JezeC2NnrhasIH0v
_key: '!actors.items!AQQnEgudQaoQsLF6.JezeC2NnrhasIH0v'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.20JWTam2dn7jjZFV
img: systems/pf1/icons/items/inventory/book-folder.jpg
name: Arcane School
system:
associations:
classes:
- Wizard
class: wizard
description:
value: >-
<p>A wizard can choose to specialize in one school of magic, gaining
additional spells and powers based on that school. This choice must be
made at 1st level, and once made, it cannot be changed. A wizard that
does not select a school receives the <em>universalist</em> school
instead.</p>
<p>A wizard that chooses to specialize in one school of magic must
select two other schools as his opposition schools, representing
knowledge sacrificed in one area of arcane lore to gain mastery in
another. A wizard who prepares spells from his opposition schools must
use two spell slots of that level to prepare the spell. For example, a
wizard with <em>evocation</em> as an opposition school must expend two
of his available 3rd-level spell slots to prepare a
@Compendium[pf1.spells.6oq1wcryviik9ice]{Fireball}. In addition, a
specialist takes a 4 penalty on any <em>skill checks</em> made when
crafting a magic item that has a spell from one of his opposition
schools as a prerequisite. A <em>universalist</em> wizard can prepare
spells from any school without restriction.</p>
<p>Each arcane school gives the wizard a number of school powers. In
addition, specialist wizards receive an additional spell slot of each
spell level he can cast, from 1st on up. Each day, a wizard can
prepare a spell from his specialty school in that slot. This spell
must be in the wizards spellbook. A wizard can select a spell
modified by a metamagic feat to prepare in his school slot, but it
uses up a higher-level spell slot. Wizards with the
<em>universalist</em> school do not receive a school slot.</p>
sources:
- id: PZO1110
pages: 78-79, 79-82
subType: classFeat
type: feat
- _id: TfUKEI8SVQFqKPYu
_key: '!actors.items!AQQnEgudQaoQsLF6.TfUKEI8SVQFqKPYu'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.BS9WDbCy2Up3QHw9
img: systems/pf1/icons/items/inventory/note-scroll.jpg
name: Scribe Scroll
system:
associations:
classes:
- Wizard
- Skald
changes:
- _id: ptirQ13h
formula: '1'
target: bonusFeats
type: untyped
class: wizard
description:
value: >-
<p>The character gains @Compendium[pf1.feats.tlRu8SYjzA7WCHN7]{Scribe
Scroll} as a bonus feat.</p>
links:
children:
- uuid: .Item.vx2GaC8TgVOmPCwF
supplements:
- uuid: Compendium.pf1.feats.Item.tlRu8SYjzA7WCHN7
sources:
- id: PZO1110
pages: '79'
subType: classFeat
type: feat
- _id: V4M96Hx82E0I6olp
_key: '!actors.items!AQQnEgudQaoQsLF6.V4M96Hx82E0I6olp'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.IPy4aqFYbOppaqKC
img: icons/magic/symbols/rune-sigil-rough-white-teal.webp
name: Cantrips
system:
associations:
classes:
- Arcanist
- Bard
- Magus
- Skald
- Sorcerer
- Summoner
- Summoner (Unchained)
- Witch
- Wizard
class: wizard
description:
value: >-
<p>The character can prepare a number of cantrips, or 0-level spells,
each day. These spells are cast like any other spell, but they do not
consume spell slots. As with her other spells, these spells are not
expended when cast.</p>
sources:
- id: PZO1110
pages: 34, 70, 77
- id: PZO1115
pages: 54, 65
- id: PZO1117
pages: '9'
- id: PZO1131
pages: '25'
- id: PZO1129
pages: 8, 49
subType: classFeat
type: feat
- _id: pfB0ooUyR6hDYRTu
_key: '!actors.items!AQQnEgudQaoQsLF6.pfB0ooUyR6hDYRTu'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.4wdsdOkgv4uEkS9K
img: icons/sundries/books/book-stack.webp
name: Spellbooks (WIZ)
system:
associations:
classes:
- Wizard
class: wizard
description:
value: >-
<p>The wizard must study his spellbook each day to prepare his spells.
He cannot prepare any spell not recorded in his spellbook, except for
@UUID[Compendium.pf1.spells.Item.j0bc0iii8zp1jiwr]{read magic}, which
all wizards can prepare from memory.</p><p>A wizard begins play with a
@UUID[Compendium.pf1.items.Item.onurpjwtdogsedsg]{spellbook}
containing all 0-level wizard spells (except those from his prohibited
schools, if any; see
@UUID[Compendium.pf1.class-abilities.Item.20JWTam2dn7jjZFV]{Arcane
Schools}) plus three 1st-level spells of his choice. The wizard also
selects a number of additional 1st-level spells equal to his
Intelligence modifier to add to the spellbook. At each new wizard
level, he gains two new spells of any spell level or levels that he
can cast (based on his new wizard level) for his spellbook. At any
time, a wizard can also add spells found in other wizards' spellbooks
to his own (see Magic).</p>
links:
children:
- uuid: .Item.joEbesPWsADOG2wV
supplements:
- uuid: Compendium.pf1.items.Item.onurpjwtdogsedsg
sources:
- id: PZO1110
pages: '79'
subType: classFeat
type: feat
- _id: vx2GaC8TgVOmPCwF
_key: '!actors.items!AQQnEgudQaoQsLF6.vx2GaC8TgVOmPCwF'
flags:
core:
sourceId: Compendium.pf1.feats.Item.tlRu8SYjzA7WCHN7
pf1:
source: Compendium.pf1.class-abilities.Item.BS9WDbCy2Up3QHw9
img: systems/pf1/icons/feats/scribe-scroll.jpg
name: Scribe Scroll
system:
description:
value: >-
<i>You can create magic scrolls.</i><p><strong>Prerequisites</strong>:
Caster level 1st.</p><p><strong>Benefits</strong>: You can create a
scroll of any spell that you know. Scribing a scroll takes 2 hours if
its base price is 250 gp or less, otherwise scribing a scroll takes 1
day for each 1,000 gp in its base price. To scribe a scroll, you must
use up raw materials costing half of this base price. See the magic
item creation rules in Magic Items for more information.</p>
sources:
- id: PZO1110
pages: 117, 133
tags:
- General
- Item Creation
type: feat
- _id: joEbesPWsADOG2wV
_key: '!actors.items!AQQnEgudQaoQsLF6.joEbesPWsADOG2wV'
flags:
core:
sourceId: Compendium.pf1.items.Item.onurpjwtdogsedsg
pf1:
source: Compendium.pf1.class-abilities.Item.4wdsdOkgv4uEkS9K
img: systems/pf1/icons/items/inventory/book-purple.jpg
name: Spellbook
system:
description:
value: >-
<p>A spellbook has 100 pages of parchment, and each spell takes up one
page per spell level (one page each for 0-level spells). A newly
purchased spellbook contains no spells. A wizard character begins play
with a spellbook containing the spells he knows.</p>
price: 15
sources:
- id: PZO1123
pages: '77'
- id: PZO1110
pages: '158'
subType: tool
weight:
value: 3
type: loot
- _id: KEdfzBfGn4jOjJgj
_key: '!actors.items!AQQnEgudQaoQsLF6.KEdfzBfGn4jOjJgj'
img: systems/pf1/icons/items/potions/minor-blue.jpg
name: Potion of Cure Light Wounds
system:
actions:
- _id: 9p8s460qd2jgearg
actionType: heal
activation:
type: standard
unchained:
cost: 2
type: action
damage:
parts:
- formula: 1d8 + min(5, @item.cl)
type:
custom: ''
values:
- positive
duration:
units: inst
name: Drink
range:
units: personal
save:
dc: 10 + 1[Spell Level] + 0[Spellcasting Ability]
description: Will half; see text
harmless: true
type: will
target:
value: creature touched
aura:
school: con
cl: 1
description:
value: "<div class=\"spell-description\">\n <p>\n <strong>School</strong>\_Conjuration\_(healing); <strong>Level</strong>\_adept 1, alchemist 1, bard 1, cleric 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, oracle 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1; <strong>Domain</strong>\_Healing 1\n </p>\n <p>\n <strong>Casting Time</strong>\_1 Standard<br />\n <strong>Components</strong>\_V, S<br />\n </p>\n <p>\n <strong>Range</strong>\_Personal<br />\n \n <strong>Targets</strong>\_creature touched<br />\n \n <strong>Duration</strong>\_<span>Instantaneous</span><br />\n </p>\n</div>\n<p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.</p>"
hardness: 1
hp:
max: 1
value: 1
identified: false
price: 50
quantity: 2
unidentified:
name: Potion
uses:
per: single
type: consumable
- _id: QDld5OMO1r7IsbYh
_key: '!actors.items!AQQnEgudQaoQsLF6.QDld5OMO1r7IsbYh'
img: systems/pf1/icons/items/inventory/scroll-magic.jpg
name: Scroll of Disguise Self
system:
actions:
- _id: 7fwug283nuvicgj8
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: 10 min./level
name: Use
range:
units: personal
target:
value: you
aura:
school: ill
cl: 1
description:
value: "<div class=\"spell-description\">\n <p>\n <strong>School</strong>\_Illusion\_(glamer); <strong>Level</strong>\_alchemist 1, antipaladin 1, arcanist 1, bard 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer 1, wizard 1; <strong>Domain</strong>\_Trickery 1; <strong>Bloodline</strong>\_Div 1, Nanite 1\n </p>\n <p>\n <strong>Casting Time</strong>\_1 Standard<br />\n <strong>Components</strong>\_V, S<br />\n </p>\n <p>\n <strong>Range</strong>\_Personal<br />\n \n <strong>Targets</strong>\_you<br />\n \n <strong>Duration</strong>\_<span>10 min./level</span><br />\n </p>\n</div>\n<p>You make yourself--including clothing, armor, weapons, and equipmen--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.</p><p>The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.</p>"
hp:
max: 1
value: 1
identified: false
price: 25
quantity: 2
subType: scroll
unidentified:
name: Scroll
uses:
per: single
type: consumable
- _id: f9HTVJ9bJrVOQflb
_key: '!actors.items!AQQnEgudQaoQsLF6.f9HTVJ9bJrVOQflb'
img: systems/pf1/icons/items/inventory/scroll-magic.jpg
name: Scroll of Expeditious Retreat
system:
actions:
- _id: ya3kwleafzjcs1az
activation:
type: standard
unchained:
cost: 2
type: action
duration:
dismiss: true
units: spec
value: 1 min./level
name: Use
range:
units: personal
target:
value: you
aura:
school: trs
cl: 1
description:
value: "<div class=\"spell-description\">\n <p>\n <strong>School</strong>\_Transmutation; <strong>Level</strong>\_alchemist 1, arcanist 1, bard 1, bloodrager 1, inquisitor 1, investigator 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer 1, spiritualist 1, summoner 1, summonerUnchained 1, wizard 1; <strong>Subdomain</strong>\_Azata 1, Exploration 1\n </p>\n <p>\n <strong>Casting Time</strong>\_1 Standard<br />\n <strong>Components</strong>\_V, S<br />\n </p>\n <p>\n <strong>Range</strong>\_Personal<br />\n \n <strong>Targets</strong>\_you<br />\n \n <strong>Duration</strong>\_<span>1 min./level</span><br />\n </p>\n</div>\n<p>This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).</p>"
hp:
max: 1
value: 1
identified: false
price: 25
quantity: 2
subType: scroll
unidentified:
name: Scroll
uses:
per: single
type: consumable
- _id: IQeNeiUkGVGl0ikw
_key: '!actors.items!AQQnEgudQaoQsLF6.IQeNeiUkGVGl0ikw'
img: systems/pf1/icons/items/inventory/scroll-magic.jpg
name: Scroll of Invisibility
system:
actions:
- _id: qp6p99piwq1svpux
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
duration:
dismiss: true
units: spec
value: 1 min./level
name: Use
range:
units: personal
save:
dc: 10 + 2[Spell Level] + 1[Spellcasting Ability]
description: Will negates or Will negates (object)
harmless: true
type: will
target:
value: you or a creature or object weighing no more than 100 lbs./level
aura:
school: ill
cl: 3
description:
value: "<div class=\"spell-description\">\n <p>\n <strong>School</strong>\_Illusion\_(glamer); <strong>Level</strong>\_adept 2, alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald 2, sorcerer 2, spiritualist 2, summoner 2, summonerUnchained 2, wizard 2; <strong>Domain</strong>\_Trickery 2; <strong>Bloodline</strong>\_Arcane 2, Djinni 2, Oni 2, Rakshasa 2\n </p>\n <p>\n <strong>Casting Time</strong>\_1 Standard<br />\n <strong>Components</strong>\_V, S, M/DF (an eyelash encased in gum arabic)<br />\n </p>\n <p>\n <strong>Range</strong>\_Personal<br />\n \n <strong>Targets</strong>\_you or a creature or object weighing no more than 100 lbs./level<br />\n \n <strong>Duration</strong>\_<span>1 min./level</span><br />\n </p>\n</div>\n<p>The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.</p><p>Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.</p><p>Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.</p><p>Spells such as <i>bless</i> that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.</p><p><i>Invisibility</i> can be made permanent (on objects only) with a <i>permanency</i> spell.</p>"
hp:
max: 1
value: 1
identified: false
price: 150
subType: scroll
unidentified:
name: Scroll
uses:
per: single
type: consumable
- _id: 3zJrB8O1zF4ldACN
_key: '!actors.items!AQQnEgudQaoQsLF6.3zJrB8O1zF4ldACN'
img: systems/pf1/icons/items/inventory/scroll-magic.jpg
name: Scroll of Obscuring Mist
system:
actions:
- _id: a4vcgmz2kjmyx0f1
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: 1 min./level
name: Use
range:
units: ft
value: '20'
spellEffect: cloud spreads in 20-ft. radius from you, 20 ft. high
aura:
school: con
cl: 1
description:
value: "<div class=\"spell-description\">\n <p>\n <strong>School</strong>\_Conjuration\_(creation); <strong>Level</strong>\_adept 1, arcanist 1, cleric 1, druid 1, hunter 1, magus 1, mesmerist 1, oracle 1, shaman 1, sorcerer 1, spiritualist 1, summonerUnchained 1, warpriest 1, witch 1, wizard 1; <strong>Domain</strong>\_Air 1, Darkness 1, Water 1, Weather 1; <strong>Bloodline</strong>\_Ectoplasm 1, Marid 1\n </p>\n <p>\n <strong>Casting Time</strong>\_1 Standard<br />\n <strong>Components</strong>\_V, S<br />\n </p>\n <p>\n <strong>Range</strong>\_20 ft<br />\n \n \n <strong>Effect</strong>\_cloud spreads in 20-ft. radius from you, 20 ft. high<br />\n <strong>Duration</strong>\_<span>1 min./level</span><br />\n <strong>Saving Throw</strong>\_None;\n <strong>Spell Resistance</strong>\_no\n <br />\n </p>\n</div>\n<p>A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).</p><p>A moderate wind (11+ mph), such as from a <i>gust of wind</i> spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A <i>fireball, flame strike</i>, or similar spell burns away the fog in the explosive or fiery spell's area. A <i>Wall of Fire</i> burns away the fog in the area into which it deals damage.</p><p>This spell does not function underwater.</p>"
hp:
max: 1
value: 1
identified: false
price: 25
quantity: 2
subType: scroll
unidentified:
name: Scroll
uses:
per: single
type: consumable
- _id: iPQTcs8SVr80IHKR
_key: '!actors.items!AQQnEgudQaoQsLF6.iPQTcs8SVr80IHKR'
flags:
core:
sourceId: Compendium.pf1.items.Item.sUw8RMVNvDOCBl4u
img: systems/pf1/icons/items/potions/unique-6.jpg
name: Alchemist's Fire
system:
actions:
- _id: 0sbs7lavoyzvoeth
ability:
attack: dex
actionType: twak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: 1d6
type:
custom: ''
values:
- fire
duration:
units: inst
measureTemplate:
color: '#ff9500'
size: '5'
type: circle
name: Throw
range:
maxIncrements: 5
units: ft
value: '10'
touch: true
baseTypes:
- Alchemist's Fire
description:
value: >-
<p>You can throw a flask of alchemist's fire as a <em>splash
weapon</em> with a range increment of 10 feet.</p><p>A direct hit
deals 1d6 points of fire damage. Every creature within 5 feet of the
point where the flask hits takes 1 point of fire damage from the
splash. On the round following a direct hit, the target takes an
additional 1d6 points of damage. If desired, the target can use a
<em>full-round action</em> to attempt to extinguish the flames before
taking this additional damage. Extinguishing the flames requires a DC
15 <em>Reflex</em> save. Rolling on the ground provides the target a
+2 bonus on the save. Leaping into a lake or magically extinguishing
the flames automatically smothers the
fire.</p><h3>Construction</h3><p><strong>Craft (alchemy)</strong> DC
20</p><h3>Alchemical Recipe</h3><p><strong>Recipe</strong> (12
magnesium + 22 spirit of wine)/congelation; <br
/><strong>Craft</strong> DC 30; <strong>Time</strong> 10 minutes;
<strong>Tools</strong> alchemist's lab; <strong>Type</strong>
alchemical weapon</p><h3>Alchemical Power Component</h3><p>This
dwarven favorite can make fire spells last
longer.</p><ul><li>@UUID[Compendium.pf1.spells.Item.lndeaqm2j2nvgm6p]{Burning
Hands} (M): One target that fails its <em>Reflex</em> saving throw
(your choice) catches on fire as if it has been struck by
<em>alchemist's</em>
fire.</li><li>@UUID[Compendium.pf1.spells.Item.6oq1wcryviik9ice]{Fireball}
(M): One target per <em>caster level</em> that fails its
<em>Reflex</em> saving throw (your choice) catches on fire as if it
has been struck by <em>alchemist's</em>
fire.</li><li>@UUID[Compendium.pf1.spells.Item.lzos34s87qsc620l]{Flaming
Sphere} (M): Any creature damaged by a <em>flaming sphere</em> catches
on fire as if it has been struck by <em>alchemist's</em>
fire.</li><li>@UUID[Compendium.pf1.spells.Item.1vh2ewwvzvxunoxk]{Protection
from Energy} (M): If cast to ward against cold, increase the amount of
cold damage absorbed by
5.</li><li>@UUID[Compendium.pf1.spells.Item.tkjnm3lw7ni82tag]{Resist
Energy} (M): If cast to ward against cold, increase the cold
<em>resistance</em> to 12. At <em>caster level</em> 7th, you may use
two flasks of <em>alchemist's</em> fire as a power component to
increase the cold <em>resistance</em> to 24. At <em>caster level</em>
11th, you may use three flasks as a power component to increase the
cold <em>resistance</em> to
36.</li><li>@UUID[Compendium.pf1.spells.Item.q4ixxjb4v281g2xv]{Scorching
Ray} (F): Add a +1 <em>circumstance bonus</em> on your <em>attack
roll</em> with all rays from the
spell.</li><li>@UUID[Compendium.pf1.spells.Item.q4ixxjb4v281g2xv]{Scorching
Ray} (M): Any target damaged by a <em>scorching ray</em> catches on
fire as if it has been struck by <em>alchemist's</em>
fire.</li></ul><p><sup>(M): the alchemical item is expend as a
material component.;<br />(F): the item is used as a focus and is not
expend.</sup></p>
material:
base:
value: steel
price: 20
proficient: true
quantity: 2
size: sm
sources:
- id: PZO9445
pages: '30'
- id: PZO1123
pages: '107'
- id: PZO9410
pages: '26'
- id: PZO1110
pages: '158'
subType: misc
tags:
- Power Component
uses:
per: single
weaponSubtype: splash
weight:
value: 1
type: weapon
- _id: VcurhT0ChuJAIMDq
_key: '!actors.items!AQQnEgudQaoQsLF6.VcurhT0ChuJAIMDq'
flags:
core:
sourceId: Compendium.pf1.items.Item.akgicrcsuznrhvkk
img: icons/commodities/stone/stone-chunk-teal.webp
name: Thunderstone
system:
actions:
- _id: v182fnmjiq8tnvbm
ability:
attack: dex
actionType: twak
activation:
type: attack
unchained:
type: attack
duration:
units: inst
effectNotes:
- >-
<b>Save Fail</b>
@UUID[Compendium.pf1.pf1e-rules.NSqfXaj4MevUR2uJ.JournalEntryPage.3uIamlB0L1UZUwoF]{Deafened}
for 1 hour
measureTemplate:
size: '10'
type: circle
name: Attack
range:
maxIncrements: 5
units: ft
value: '20'
save:
dc: '15'
description: Fortitude negates
type: fort
description:
value: >-
<p>You can throw this stone as a ranged attack with a range increment
of 20 feet. When it strikes a hard surface (or is struck hard), it
creates a deafening bang that is treated as a sonic attack. Each
creature within a 10-foot-radius spread must make a DC 15 Fortitude
save or be deafened for 1 hour. A deafened creature, in addition to
the obvious effects, takes a -4 penalty on initiative and has a 20%
chance to miscast and lose any spell with a verbal component that it
tries to cast.</p><p>Since you don't need to hit a specific target,
you can simply aim at a particular 5-foot square. Treat the target
square as AC 5.</p><h3>Construction</h3><p><strong>Craft
(alchemy)</strong> DC 25</p><h3>Alchemical
Recipe</h3><p><strong>Recipe</strong> (7 saltpeter + 15
silver)/digestion; <br /><strong>Craft</strong> DC 25;
<strong>Time</strong> 1 day; <strong>Tools</strong> heat source;
<strong>Type</strong> alchemical weapon</p><h3>Alchemical Power
Component</h3><p>While they are effective enough on their own, these
stones have useful interactions with some
spells.</p><ul><li>@Compendium[pf1.spells.nee6cxpoekp3aklq]{Alarm}
(M): If cast as a mental alarm, you may have the spell activate a
mental and audible alarm. If cast as an audible alarm, the alarm is as
loud as a thunderstone and affects creatures in a 10-foot-radius
spread as if a thunderstone had detonated
there.</li><li>@Compendium[pf1.spells.53dyu81yaw4y0nz4]{Glyph of
Warding} (M): Creatures that fail their saves against a blast glyph
are also deafened as if by a thunderstone.</li></ul>
material:
base:
value: steel
price: 30
proficient: true
quantity: 2
size: sm
sources:
- id: PZO9445
pages: '31'
- id: PZO1123
pages: '107'
- id: PZO9410
pages: '27'
- id: PZO1110
pages: '158'
subType: misc
tags:
- Power Component
uses:
per: single
weaponSubtype: other
weight:
value: 1
type: weapon
- _id: yqnmKEYj3zjFVAKO
_key: '!actors.items!AQQnEgudQaoQsLF6.yqnmKEYj3zjFVAKO'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.fOSuWwRSZLTrROch
img: systems/pf1/icons/items/weapons/dagger.PNG
name: Dagger
system:
actions:
- _id: 3d5k15aepyp5sclw
ability:
attack: str
critRange: 19
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- piercing
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Melee
range:
units: melee
value: '10'
uses:
autoDeductChargesCost: '0'
- _id: BKWFiAgRhYnG51Zr
ability:
attack: dex
damage: str
actionType: twak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- piercing
- slashing
duration:
units: inst
name: Throw
range:
maxIncrements: 5
units: ft
value: '10'
baseTypes:
- Dagger
description:
value: >-
<p>A dagger is a fighting knife. Its blade is usually less than 1 foot
long, and can be curved or straight, with one edge or two. Dagger
designs vary widely, and can have many different names (such as a
thrusting dagger being called a "dirk"). You get a +2 bonus on Sleight
of Hand skill checks made to conceal a dagger on your body.</p>
hardness: 10
hp:
max: 2
value: 2
links:
children:
- uuid: .Item.FEorOf1vJlPNjpZs
material:
base:
value: steel
price: 2
properties:
fin: true
showInQuickbar: false
size: sm
sources:
- id: PZO1110
pages: 142, 146
- id: PZO1123
pages: '17'
uses:
per: single
weaponGroups:
value:
- bladesLight
- thrown
- tribal
weight:
value: 1
type: weapon
- _id: UHTUcn8zcyLvfzKq
_key: '!actors.items!AQQnEgudQaoQsLF6.UHTUcn8zcyLvfzKq'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.RWbjRwSPsuPAUDhw
pf1:
defaultAmmo: ubUUwGCkAmuoyjOH
img: systems/pf1/icons/items/weapons/crossbow-light.PNG
name: Light Crossbow
system:
actions:
- _id: 3qt3osag8ctlzjve
ability:
attack: dex
critRange: 19
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: '80'
ammo:
type: bolt
baseTypes:
- Light Crossbow
description:
value: >-
<p>You draw a light crossbow back by pulling a lever. Loading a light
crossbow is a move action that provokes attacks of opportunity. A
light crossbow fires crossbow bolts.</p><p>Normally, operating a light
crossbow requires two hands. However, you can shoot, but not load, a
light crossbow with one hand at a -2 penalty on attack rolls. You can
shoot a light crossbow with each hand, but you take a penalty on
attack rolls as if attacking with two light weapons. This penalty is
cumulative with the penalty for one-handed firing.</p>
hardness: 5
hp:
max: 5
value: 5
links:
children:
- uuid: .Item.uJzs8AYyFGT5jja0
material:
base:
value: steel
price: 35
showInQuickbar: false
size: sm
sources:
- id: PZO1110
pages: 142, 145
- id: PZO9452
pages: '0'
weaponGroups:
value:
- crossbows
weaponSubtype: ranged
weight:
value: 4
type: weapon
- _id: ubUUwGCkAmuoyjOH
_key: '!actors.items!AQQnEgudQaoQsLF6.ubUUwGCkAmuoyjOH'
flags:
core:
sourceId: Compendium.pf1.weapons-and-ammo.Item.v04yeRzoqrhYx0G7
img: systems/pf1/icons/items/weapons/bolt.PNG
name: Masterwork Crossbow Bolt
system:
description:
value: >-
<p>A crossbow bolt 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). Bolts come in a case or
quiver that holds 10 bolts. All crossbows except repeating crossbows
use these kinds of crossbow bolts, which are sometimes called
"quarrels."</p>
equipped: false
extraType: bolt
hardness: 5
hp:
max: 1
value: 1
price: 6.1
quantity: 10
size: sm
sources:
- id: PZO1110
pages: 142, 145
- id: PZO1123
pages: '22'
subType: ammo
unidentified:
price: 0.1
weight:
value: 0.1
type: loot
- _id: rApnpZzjsAv83wj5
_key: '!actors.items!AQQnEgudQaoQsLF6.rApnpZzjsAv83wj5'
flags:
core:
sourceId: Compendium.pf1.items.Item.lzupxmcxhslzyiyj
img: icons/consumables/plants/dried-bundle-tied-stems-sticks-brown.webp
name: Smokestick
system:
actions:
- _id: OZlB2AeJiR1bN0uu
activation:
type: round
unchained:
cost: 3
type: action
area: 10-foot cube
duration:
units: minute
value: '1'
measureTemplate:
size: '10'
type: rect
name: Use
description:
value: >-
<p>This alchemically treated wooden stick instantly creates thick,
opaque smoke when burned. The smoke fills a 10-foot cube (treat the
effect as a <em>fog cloud</em> spell, except that a moderate or
stronger wind dissipates the smoke in 1 round). The stick is consumed
after 1 round, and the smoke dissipates naturally after 1
minute.</p><h3>Alchemical Recipe</h3><p><strong>Recipe</strong> (4
darkwood + 5 saltpeter)/calcination; <br /><strong>Craft</strong> DC
20; <strong>Time</strong> 1 hour; <strong>Tools </strong>crucible;
<strong>Type</strong> alchemical tool</p><h3>Alchemical Power
Component</h3><p>Smokesticks work best with spells that create clouds
or
smoke.</p><ul><li>@UUID[Compendium.pf1.spells.Item.g33euis7yi9pwddy]{Fog
Cloud} (M): Increase the radius of the cloud by 5
feet.</li><li>@UUID[Compendium.pf1.spells.Item.tuh5vc2bojaws3ig]{Obscuring
Mist} (M): The spell creates a smoky haze instead of mist. This haze
cannot be dispersed by fire spells and dissipates naturally after 1
minute.</li><li>@UUID[Compendium.pf1.spells.Item.0d756xyqhinsstas]{Pyrotechnics}
(M): Increase the radius of the cloud by 5 feet and the duration by 2
rounds.</li></ul>
price: 20
quantity: 2
size: sm
sources:
- id: PZO9445
pages: '30'
- id: PZO1123
pages: '103'
- id: PZO9410
pages: '27'
- id: PZO1110
pages: '158'
subType: tool
tags:
- Power Component
uses:
per: single
weight:
value: 0.5
type: loot
- _id: J8aLiEIrvj9MJS8N
_key: '!actors.items!AQQnEgudQaoQsLF6.J8aLiEIrvj9MJS8N'
flags:
core:
sourceId: Compendium.pf1.feats.Item.JreaiTHdyWFNj3Tb
img: systems/pf1/icons/feats/dodge.jpg
name: Dodge
system:
changes:
- _id: ZZ7OXkfN
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: W0AJP3cQ1NXV0WD6
_key: '!actors.items!AQQnEgudQaoQsLF6.W0AJP3cQ1NXV0WD6'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.DtpcqOC89tTG3QkO
img: systems/pf1/icons/spells/light-blue-1.jpg
name: Enchantment School
system:
associations:
classes:
- Wizard
class: wizard
description:
value: >-
<p><em>The enchanter uses magic to control and manipulate the minds of
his
victims.</em></p><p>@Compendium[pf1.class-abilities.wnb7IxOCmhk4SXzR]{Enchanting
Smile (Su)}: You gain a +2 enhancement bonus on Bluff, Diplomacy, and
Intimidate skill checks. This bonus increases by +1 for every five
wizard levels you possess, up to a maximum of +6 at 20th level. At
20th level, whenever you succeed at a saving throw against a spell of
the enchantment school, that spell is reflected back at its caster, as
per spell
turning.</p><p>@Compendium[pf1.class-abilities.rO2rMMlGeDdyIxJv]{Dazing
Touch (Sp)}: You can cause a living creature to become dazed for 1
round as a melee touch attack. Creatures with more Hit Dice than your
wizard level are unaffected. You can use this ability a number of
times per day equal to 3 + your Intelligence
modifier.</p><p>@Compendium[pf1.class-abilities.75Y2PY8Uha3o0fHE]{Aura
of Despair (Su)}: At 8th level, you can emit a 30-foot aura of despair
for a number of rounds per day equal to your wizard level. Enemies
within this aura take a 2 penalty on ability checks, attack rolls,
damage rolls, saving throws, and skill checks. These rounds do not
need to be consecutive.</p>
sources:
- id: PZO1110
pages: '81'
subType: classFeat
type: feat
- _id: Br13CCr3US2vUB9K
_key: '!actors.items!AQQnEgudQaoQsLF6.Br13CCr3US2vUB9K'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.wnb7IxOCmhk4SXzR
img: systems/pf1/icons/skills/light_07.jpg
name: Enchanting Smile
system:
abilityType: su
actions:
- _id: thtuznznmbk8vzkr
activation:
type: passive
unchained:
type: passive
name: Use
associations:
classes:
- Wizard
changes:
- _id: gYjlVP78
formula: 2 + floor(@class.level / 5)
target: skill.blf
type: untyped
- _id: InHWKEox
formula: 2 + floor(@class.level / 5)
target: skill.dip
type: untyped
- _id: kp3uhbnG
formula: 2 + floor(@class.level / 5)
target: skill.int
type: untyped
class: wizard
description:
value: >-
<p>You gain a +2 enhancement bonus on
<em>@UUID[Compendium.pf1.pf1e-rules.JournalEntry.x175kVqUfLGPt8tC.JournalEntryPage.kRK5XwVBvcMi35w2]{Bluff}</em>,
<em>@UUID[Compendium.pf1.pf1e-rules.JournalEntry.x175kVqUfLGPt8tC.JournalEntryPage.uB9Fy36RUjibxqvt]{Diplomacy}</em>,
and
<em>@UUID[Compendium.pf1.pf1e-rules.JournalEntry.x175kVqUfLGPt8tC.JournalEntryPage.KNn8uxHu23phKC0y]{Intimidate}</em>
skill checks. This bonus increases by +1 for every five wizard levels
you possess, up to a maximum of +6 at 20th level. At 20th level,
whenever you succeed at a <em>saving throw</em> against a spell of the
enchantment school, that spell is reflected back at its caster, as per
<em>@UUID[Compendium.pf1.spells.uyn64zazmaydnk7o]{spell
turning}</em>.</p>
sources:
- id: PZO1110
pages: '81'
subType: classFeat
type: feat
- _id: XfTVGJX7y5YfmYFx
_key: '!actors.items!AQQnEgudQaoQsLF6.XfTVGJX7y5YfmYFx'
flags:
core:
sourceId: Compendium.pf1.class-abilities.Item.rO2rMMlGeDdyIxJv
img: systems/pf1/icons/skills/ice_16.jpg
name: Dazing Touch (WIZ)
system:
abilityType: sp
actions:
- _id: 2yj12u668uu4iyr6
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: round
value: '1'
name: Use
range:
units: touch
target:
value: creature touched
associations:
classes:
- Wizard
class: wizard
description:
value: >-
<p>You can cause a living creature to become
<em>@UUID[Compendium.pf1.pf1e-rules.NSqfXaj4MevUR2uJ.JournalEntryPage.2A6Gk60pLDKR2zT0]{dazed}</em>
for 1 round as a melee touch attack. Creatures with more Hit Dice than
your wizard level are unaffected. You can use this ability a number of
times per day equal to 3 + your <em>Intelligence</em> modifier.</p>
sources:
- id: PZO1110
pages: '81'
subType: classFeat
tag: classFeat_dazingTouchWiz
uses:
maxFormula: 3 + @abilities.int.mod
per: day
value: 5
type: feat
- _id: s08FVYEyNAxNoFiV
_key: '!actors.items!AQQnEgudQaoQsLF6.s08FVYEyNAxNoFiV'
flags:
core:
sourceId: Compendium.pf1.spells.Item.tjog6bufg5b08lvq
img: icons/skills/social/diplomacy-handshake.webp
name: Charm Person
system:
actions:
- _id: cnjp9yv7c9cytysa
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: 1 hour/level
name: Use
range:
units: close
save:
description: Will negates
type: will
target:
value: one humanoid creature
components:
somatic: true
verbal: true
description:
value: >-
<p>This charm makes a humanoid creature regard you as its trusted
friend and ally (treat the target's attitude as friendly). If the
creature is currently being threatened or attacked by you or your
allies, however, it receives a +5 bonus on its saving throw.</p><p>The
spell does not enable you to control the charmed person as if it were
an automaton, but it perceives your words and actions in the most
favorable way. You can try to give the subject orders, but you must
win an opposed Charisma check to convince it to do anything it
wouldn't ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful orders, but it
might be convinced that something very dangerous is worth doing. Any
act by you or your apparent allies that threatens the charmed person
breaks the spell. You must speak the person's language to communicate
your commands, or else be good at pantomiming.</p>
descriptors:
value:
- mindAffecting
domain: true
learnedAt:
bloodline:
Rakshasa: 1
class:
arcanist: 1
bard: 1
mesmerist: 1
occultist: 1
psychic: 1
shaman: 1
skald: 1
sorcerer: 1
witch: 1
wizard: 1
domain:
Charm: 1
subDomain:
Slavery: 1
preparation:
max: 1
value: 1
school: enc
sources:
- id: PZO1110
pages: '254'
spellbook: primary
subschool: charm
type: spell
- _id: GDwx8anm6R7uZUFv
_key: '!actors.items!AQQnEgudQaoQsLF6.GDwx8anm6R7uZUFv'
flags:
core:
sourceId: Compendium.pf1.spells.Item.qcjskol4ac3eemhy
img: systems/pf1/icons/misc/magic-swirl.png
name: Color Spray
system:
actions:
- _id: 0je0o0ute92gjamc
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
area: cone-shaped burst
duration:
units: spec
value: instantaneous; see text
measureTemplate:
size: '15'
type: cone
name: Use
range:
units: ft
value: '15'
save:
description: Will negates
type: will
components:
material: true
somatic: true
verbal: true
description:
value: >-
<p>A vivid cone of clashing colors springs forth from your hand,
causing creatures to become stunned, perhaps also blinded, and
possibly knocking them unconscious. Each creature within the cone is
affected according to its HD.</p><p>2 HD or less: The creature is
unconscious, blinded, and stunned for 2d4 rounds, then blinded and
stunned for 1d4 rounds, and then stunned for 1 round. (Only living
creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded
and stunned for 1d4 rounds, then stunned for 1 round.</p><p>5 or more
HD: The creature is stunned for 1 round.</p><p>Sightless creatures are
not affected by <i>color spray</i>.</p>
descriptors:
value:
- mindAffecting
learnedAt:
class:
arcanist: 1
bloodrager: 1
magus: 1
mesmerist: 1
psychic: 1
sorcerer: 1
wizard: 1
materials:
value: red, yellow, and blue powder or colored sand
preparation:
max: 1
value: 1
school: ill
spellbook: primary
subschool: pattern
type: spell
- _id: mvTH8dfKt1v7nlQt
_key: '!actors.items!AQQnEgudQaoQsLF6.mvTH8dfKt1v7nlQt'
flags:
core:
sourceId: Compendium.pf1.spells.Item.ik9u3eel5vfwrtb5
img: icons/magic/control/silhouette-fall-slip-prone.webp
name: Grease
system:
actions:
- _id: cyb5r8x93d97urfn
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
duration:
dismiss: true
units: spec
value: 1 min./level
measureTemplate:
size: '10'
type: rect
name: Use
range:
units: close
save:
description: see text
type: ref
target:
value: one object or 10-ft. square
components:
material: true
somatic: true
verbal: true
description:
value: >-
<p>A <i>grease</i> spell covers a solid surface with a layer of
slippery <i>grease</i>. Any creature in the area when the spell is
cast must make a successful Reflex save or fall. A creature can walk
within or through the area of <i>grease</i> at half normal speed with
a DC 10 Acrobatics check. Failure means it can't move that round (and
must then make a Reflex save or fall), while failure by 5 or more
means it falls (see the Acrobatics skill for details). Creatures that
do not move on their turn do not need to make this check and are not
considered flat-footed.</p><p>The spell can also be used to create a
greasy coating on an item.</p><p>Material objects not in use are
always affected by this spell, while an object wielded or employed by
a creature requires its bearer to make a Reflex saving throw to avoid
the effect. If the initial saving throw fails, the creature
immediately drops the item. A saving throw must be made in each round
that the creature attempts to pick up or use the <i>grease</i>d item.
A creature wearing <i>grease</i>d armor or clothing gains a +10
circumstance bonus on Escape Artist checks and combat maneuver checks
made to escape a grapple, and to their CMD to avoid being
grappled.</p>
learnedAt:
class:
arcanist: 1
bard: 1
magus: 1
mesmerist: 1
skald: 1
sorcerer: 1
summoner: 1
summonerUnchained: 1
wizard: 1
materials:
value: butter
preparation:
max: 1
value: 1
school: con
spellbook: primary
sr: false
subschool: creation
type: spell
- _id: u6Jin6LoLCKUo2Ne
_key: '!actors.items!AQQnEgudQaoQsLF6.u6Jin6LoLCKUo2Ne'
flags:
core:
sourceId: Compendium.pf1.spells.Item.3plb67e51webutdz
img: icons/magic/control/sleep-bubble-purple.webp
name: Sleep
system:
actions:
- _id: 2etzse13ptdz5qbg
actionType: spellsave
activation:
type: round
unchained:
cost: 3
type: action
area: one or more living creatures within a 10-ft.-radius burst
duration:
units: spec
value: 1 min./level
measureTemplate:
size: '10'
type: circle
name: Use
range:
units: medium
save:
description: Will negates
type: will
components:
material: true
somatic: true
verbal: true
description:
value: >-
<p>A <i>sleep</i> spell causes a magical slumber to come upon 4 HD of
creatures. Creatures with the fewest HD are affected first. Among
creatures with equal HD, those who are closest to the spell's point of
origin are affected first. HD that are not sufficient to affect a
creature are wasted. <i>Sleep</i>ing creatures are helpless. Slapping
or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid
another action). <i>Sleep</i> does not target unconscious creatures,
constructs, or undead creatures.</p>
descriptors:
value:
- mindAffecting
learnedAt:
bloodline:
Dreamspun: 1
class:
adept: 1
arcanist: 1
bard: 1
mesmerist: 1
occultist: 1
psychic: 1
shaman: 1
skald: 1
sorcerer: 1
witch: 1
wizard: 1
subDomain:
Night: 1
materials:
value: fine sand, rose petals, or a live cricket
preparation:
max: 1
value: 1
school: enc
spellbook: primary
subschool: compulsion
type: spell
- _id: eqrvxWhHw2szaoLm
_key: '!actors.items!AQQnEgudQaoQsLF6.eqrvxWhHw2szaoLm'
flags:
core:
sourceId: Compendium.pf1.spells.Item.zymaptg3vmnvfvxl
img: icons/magic/light/orbs-firefly-hand-yellow.webp
name: Dancing Lights
system:
actions:
- _id: tz934s2m7t1leilt
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: minute
value: '1'
name: Use
range:
units: medium
spellEffect: Up to four lights, all within a 10-ft.-radius area
components:
somatic: true
verbal: true
description:
value: >-
<p>Depending on the version selected, you create up to four lights
that resemble lanterns or torches (and cast that amount of light), or
up to four glowing spheres of light (which look like will-o'-wisps),
or one faintly glowing, vaguely humanoid shape. The <i>dancing
lights</i> must stay within a 10-foot-radius area in relation to each
other but otherwise move as you desire (no concentration required):
forward or back, up or down, straight or turning corners, or the like.
The lights can move up to 100 feet per round. A light winks out if the
distance between you and it exceeds the spell's range.</p><p>You can
only have one <i>dancing lights</i> spell active at any one time. If
you cast this spell while another casting is still in effect, the
previous casting is dispelled. If you make this spell permanent, it
does not count against this limit.</p><p><i>Dancing lights</i> can be
made permanent with a <i>permanency</i> spell.</p>
descriptors:
value:
- light
learnedAt:
class:
arcanist: 0
bard: 0
magus: 0
medium: 0
mesmerist: 0
occultist: 0
psychic: 0
shaman: 0
skald: 0
sorcerer: 0
witch: 0
wizard: 0
level: 0
preparation:
max: 1
value: 1
school: evo
sources:
- id: PZO1110
pages: '263'
spellbook: primary
sr: false
type: spell
- _id: olKGN6UwKscAYBbt
_key: '!actors.items!AQQnEgudQaoQsLF6.olKGN6UwKscAYBbt'
flags:
core:
sourceId: Compendium.pf1.spells.Item.mtxqp85izkb20djq
img: systems/pf1/icons/misc/magic-swirl.png
name: Ghost Sound
system:
actions:
- _id: ntjzkkur5i3jkn76
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: 1 round/level
name: Use
range:
units: close
save:
description: Will disbelief
type: will
spellEffect: illusory sounds
components:
material: true
somatic: true
verbal: true
description:
value: >-
<p><i>Ghost sound</i> allows you to create a volume of sound that
rises, recedes, approaches, or remains at a fixed place. You choose
what type of sound <i>ghost sound</i> creates when casting it and
cannot thereafter change the sound's basic character.</p><p>The volume
of sound created depends on your level. You can produce as much noise
as four normal humans per caster level (maximum 40 humans). Thus,
talking, singing, shouting, walking, marching, or running sounds can
be created. The noise a <i>ghost sound</i> spell produces can be
virtually any type of sound within the volume limit. A horde of rats
running and squeaking is about the same volume as eight humans running
and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone
who hears a <i>ghost sound</i> receives a Will save to
disbelieve.</p><p><i>Ghost sound</i> can enhance the effectiveness of
a <i>silent image</i> spell.</p><p><i>Ghost sound</i> can be made
permanent with a <i>permanency</i> spell.</p>
learnedAt:
class:
adept: 0
arcanist: 0
bard: 0
magus: 0
medium: 0
mesmerist: 0
occultist: 0
psychic: 0
skald: 0
sorcerer: 0
wizard: 0
level: 0
materials:
value: a bit of wool or a small lump of wax
preparation:
max: 2
value: 2
school: ill
spellbook: primary
sr: false
subschool: figment
type: spell
- _id: u8lOmOgKhhZjrDSU
_key: '!actors.items!AQQnEgudQaoQsLF6.u8lOmOgKhhZjrDSU'
flags:
core:
sourceId: Compendium.pf1.spells.Item.p8lm7khq3ynyif21
img: icons/magic/unholy/strike-hand-glow-pink.webp
name: Mage Hand
system:
actions:
- _id: 6yo42qha8w2oq8tj
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: concentration
name: Use
range:
units: close
target:
value: one nonmagical, unattended object weighing up to 5 lbs.
components:
somatic: true
verbal: true
description:
value: >-
<p>You point your finger at an object and can lift it and move it at
will from a distance. As a move action, you can propel the object as
far as 15 feet in any direction, though the spell ends if the distance
between you and the object ever exceeds the spell's range.</p>
learnedAt:
class:
arcanist: 0
bard: 0
magus: 0
medium: 0
mesmerist: 0
occultist: 0
psychic: 0
skald: 0
sorcerer: 0
spiritualist: 0
summoner: 0
summonerUnchained: 0
wizard: 0
level: 0
preparation:
max: 1
value: 1
school: trs
spellbook: primary
sr: false
type: spell
- _id: pkIQxJG5UvQXnTvZ
_key: '!actors.items!AQQnEgudQaoQsLF6.pkIQxJG5UvQXnTvZ'
flags:
core:
sourceId: Compendium.pf1.spells.Item.ct9fhh8uawn8e4md
img: icons/creatures/birds/corvid-call-sound-blue.webp
name: Speak with Animals
system:
actions:
- _id: 7rqc3nlu9bg59ucs
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: 1 min./level
name: Use
range:
units: personal
target:
value: you
components:
somatic: true
verbal: true
description:
value: >-
<p>You can ask questions of and receive answers from animals, but the
spell doesn't make them any more friendly than normal. Wary and
cunning animals are likely to be terse and evasive, while the more
stupid ones make inane comments. If an animal is friendly toward you,
it may do some favor or service for you.</p>
learnedAt:
class:
bard: 3
druid: 1
hunter: 1
psychic: 2
ranger: 1
skald: 3
preparation:
max: 1
value: 1
school: div
spellbook: spelllike
sr: false
type: spell
- _id: wrs2T5woLqRrFqeq
_key: '!actors.items!AQQnEgudQaoQsLF6.wrs2T5woLqRrFqeq'
flags:
core:
sourceId: Compendium.pf1.spells.Item.zymaptg3vmnvfvxl
img: icons/magic/light/orbs-firefly-hand-yellow.webp
name: Dancing Lights
system:
actions:
- _id: tz934s2m7t1leilt
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: minute
value: '1'
name: Use
range:
units: medium
spellEffect: Up to four lights, all within a 10-ft.-radius area
components:
somatic: true
verbal: true
description:
value: >-
<p>Depending on the version selected, you create up to four lights
that resemble lanterns or torches (and cast that amount of light), or
up to four glowing spheres of light (which look like will-o'-wisps),
or one faintly glowing, vaguely humanoid shape. The <i>dancing
lights</i> must stay within a 10-foot-radius area in relation to each
other but otherwise move as you desire (no concentration required):
forward or back, up or down, straight or turning corners, or the like.
The lights can move up to 100 feet per round. A light winks out if the
distance between you and it exceeds the spell's range.</p><p>You can
only have one <i>dancing lights</i> spell active at any one time. If
you cast this spell while another casting is still in effect, the
previous casting is dispelled. If you make this spell permanent, it
does not count against this limit.</p><p><i>Dancing lights</i> can be
made permanent with a <i>permanency</i> spell.</p>
descriptors:
value:
- light
learnedAt:
class:
arcanist: 0
bard: 0
magus: 0
medium: 0
mesmerist: 0
occultist: 0
psychic: 0
shaman: 0
skald: 0
sorcerer: 0
witch: 0
wizard: 0
level: 0
preparation:
max: 1
value: 1
school: evo
sources:
- id: PZO1110
pages: '263'
spellbook: spelllike
sr: false
type: spell
- _id: 1ounRIkcVkRe54w4
_key: '!actors.items!AQQnEgudQaoQsLF6.1ounRIkcVkRe54w4'
flags:
core:
sourceId: Compendium.pf1.spells.Item.mtxqp85izkb20djq
img: systems/pf1/icons/misc/magic-swirl.png
name: Ghost Sound
system:
actions:
- _id: ntjzkkur5i3jkn76
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
duration:
units: spec
value: 1 round/level
name: Use
range:
units: close
save:
description: Will disbelief
type: will
spellEffect: illusory sounds
components:
material: true
somatic: true
verbal: true
description:
value: >-
<p><i>Ghost sound</i> allows you to create a volume of sound that
rises, recedes, approaches, or remains at a fixed place. You choose
what type of sound <i>ghost sound</i> creates when casting it and
cannot thereafter change the sound's basic character.</p><p>The volume
of sound created depends on your level. You can produce as much noise
as four normal humans per caster level (maximum 40 humans). Thus,
talking, singing, shouting, walking, marching, or running sounds can
be created. The noise a <i>ghost sound</i> spell produces can be
virtually any type of sound within the volume limit. A horde of rats
running and squeaking is about the same volume as eight humans running
and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone
who hears a <i>ghost sound</i> receives a Will save to
disbelieve.</p><p><i>Ghost sound</i> can enhance the effectiveness of
a <i>silent image</i> spell.</p><p><i>Ghost sound</i> can be made
permanent with a <i>permanency</i> spell.</p>
learnedAt:
class:
adept: 0
arcanist: 0
bard: 0
magus: 0
medium: 0
mesmerist: 0
occultist: 0
psychic: 0
skald: 0
sorcerer: 0
wizard: 0
level: 0
materials:
value: a bit of wool or a small lump of wax
preparation:
max: 1
value: 1
school: ill
spellbook: spelllike
sr: false
subschool: figment
type: spell
- _id: g2gWfBXAb0VLDkIZ
_key: '!actors.items!AQQnEgudQaoQsLF6.g2gWfBXAb0VLDkIZ'
flags:
core:
sourceId: Compendium.pf1.spells.Item.a6isom7wx0nmhwfp
img: systems/pf1/icons/misc/magic-swirl.png
name: Prestidigitation
system:
actions:
- _id: q3zwff89a0ekwedh
actionType: spellsave
activation:
type: standard
unchained:
cost: 2
type: action
area: see text
duration:
units: hour
value: '1'
name: Use
range:
units: ft
value: '10'
save:
description: see text
spellEffect: see text
target:
value: see text
components:
somatic: true
verbal: true
description:
value: >-
<p>Prestidigitations are minor tricks that novice spellcasters use for
practice. Once cast, a prestidigitation spell enables you to perform
simple magical effects for 1 hour. The effects are minor and have
severe limitations. A prestidigitation can slowly lift 1 pound of
material. It can color, clean, or soil items in a 1-foot cube each
round. It can chill, warm, or flavor 1 pound of nonliving material. It
cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and
artificial. The materials created by a prestidigitation spell are
extremely fragile, and they cannot be used as tools, weapons, or spell
components. Finally, prestidigitation lacks the power to duplicate any
other spell effects. Any actual change to an object (beyond just
moving, cleaning, or soiling it) persists only 1 hour.</p>
learnedAt:
class:
arcanist: 0
bard: 0
magus: 0
medium: 0
mesmerist: 0
psychic: 0
skald: 0
sorcerer: 0
wizard: 0
level: 0
preparation:
max: 1
value: 1
school: uni
spellbook: spelllike
sr: false
type: spell
- _id: rRt3SxkzaVCVepWJ
_key: '!actors.items!AQQnEgudQaoQsLF6.rRt3SxkzaVCVepWJ'
img: icons/equipment/neck/amulet-geometric-gold-green.webp
name: Brooch of Shielding
system:
actions:
- _id: Q63Q6dxU4wXaa6kU
activation:
type: nonaction
unchained:
type: nonaction
name: Absorb damage
aura:
school: abj
cl: 1
description:
unidentified: >-
<p>This appears to be a piece of silver or gold jewelry used to fasten
a cloak or cape.</p>
value: >-
<p>In addition to this mundane task, it can absorb magic missiles of
the sort generated by the spell or spell-like ability. A brooch can
absorb up to 101 points of damage from
@UUID[Compendium.pf1.spells.Item.49yc9dpr4kvgki2s]{magic missiles}
before it melts and becomes useless.</p>
identified: false
price: 1500
scriptCalls:
- _id: cB7CaCPoP42XFzOj
category: use
hidden: false
img: icons/svg/dice-target.svg
name: Absorb damage
type: script
value: |-
const cost = await pf1.utils.dialog.getNumber({
title: "Damage absorbed",
min: 0,
initial: 1,
max: item.charges,
});
if (cost > 0) {
shared.rollData.chargeCost = cost;
} else {
shared.reject = true;
}
size: sm
slot: chest
sources:
- id: PZO1110
pages: '505'
- id: PZO1123
pages: '257'
subType: wondrous
unidentified:
name: Brooch
uses:
autoDeductChargesCost: '0'
maxFormula: '101'
per: charges
value: 10
type: equipment
- _id: FEorOf1vJlPNjpZs
_key: '!actors.items!AQQnEgudQaoQsLF6.FEorOf1vJlPNjpZs'
img: systems/pf1/icons/items/weapons/dagger.PNG
name: Dagger
system:
actions:
- _id: tqkZBFBkRczg1MSn
ability:
attack: str
critRange: 19
damage: str
actionType: mwak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- piercing
- slashing
duration:
units: inst
extraAttacks:
type: standard
name: Melee
range:
units: melee
value: '10'
uses:
autoDeductChargesCost: '0'
- _id: PvvVVbG8L99Ragbw
ability:
attack: dex
damage: str
actionType: twak
activation:
type: attack
unchained:
type: attack
damage:
parts:
- formula: sizeRoll(1, 4, @size)
type:
custom: ''
values:
- piercing
- slashing
duration:
units: inst
name: Throw
range:
maxIncrements: 5
units: ft
value: '10'
baseTypes:
- Dagger
subType: weapon
weaponGroups:
value:
- bladesLight
- thrown
- tribal
type: attack
- _id: uJzs8AYyFGT5jja0
_key: '!actors.items!AQQnEgudQaoQsLF6.uJzs8AYyFGT5jja0'
img: systems/pf1/icons/items/weapons/crossbow-light.PNG
name: Light Crossbow
system:
actions:
- _id: P5khawWmlu7DNEiG
ability:
attack: dex
critRange: 19
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: '80'
baseTypes:
- Light Crossbow
masterwork: true
subType: weapon
weaponGroups:
value:
- crossbows
type: attack
name: Street Magician
prototypeToken:
sight:
enabled: true
texture:
src: systems/pf1/icons/spells/wind-grasp-eerie-1.jpg
system:
abilities:
con:
value: 12
dex:
value: 13
int:
value: 15
str:
value: 14
wis:
value: 8
attributes:
speed:
burrow:
base: null
climb:
base: null
fly:
base: null
land:
base: 20
swim:
base: null
spells:
spellbooks:
primary:
class: wizard
inUse: true
kind: arcane
spellPreparationMode: prepared
spelllike:
autoSpellLevelCalculation: false
casterType: low
domainSlotValue: null
inUse: true
kind: arcane
spellPreparationMode: prepared
spells:
spell0:
base: 3
spell1:
base: 1
currency:
gp: 67
details:
alignment: cn
biography:
value: <p>The street magician uses his talents to make money.</p>
cr:
base: 1
notes:
value: >-
<p><strong>Source</strong> <em>NPC Codex pg.
178</em></p><h2>Tactics</h2><p><strong>During Combat</strong> The wizard
casts <em>@UUID[Compendium.pf1.spells.Item.qcjskol4ac3eemhy]{color
spray}</em>, then casts
<em>@UUID[Compendium.pf1.spells.Item.ik9u3eel5vfwrtb5]{grease}</em>
between himself and foes. If threatened, he drinks his <em>potion of
@UUID[Compendium.pf1.spells.Item.oylikodnyku2zewu]{invisibility}</em>.</p><h2>Opposition
Schools</h2><p>@UUID[Compendium.pf1.class-abilities.Item.3j7RxplJSeXVt0X1]{Abjuration},
@UUID[Compendium.pf1.class-abilities.Item.ZuFI7iaKeWv3n5pA]{necromancy}.</p>
skills:
blf:
rank: 2
kar:
rank: 1
kge:
rank: 1
khi:
rank: 1
klo:
rank: 2
per:
rank: 1
spl:
rank: 1
traits:
languages:
value:
- dwarven
- halfling
senses:
ll:
enabled: true
size: sm
type: npc