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This translation is being used as source strings within this component.
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914 228,564 2,115,486 |
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All strings | Browse Translate Zen |
914 228,564 2,115,486 |
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Read-only strings | Browse Translate Zen |
83 84,038 736,056 |
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Strings with any failing checks | Browse Translate Zen |
78 80,438 706,150 |
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Failing check: Ellipsis | Browse Translate Zen |
10 7,599 72,688 |
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Failing check: Multiple failing checks | Browse Translate Zen |
914 228,564 2,115,486 |
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Strings without a label | Browse Translate Zen |
Overview
Project website | weblate.ashfinder.com/settings/pf2 |
---|---|
Project maintainers | Kuroni losy |
Translation license | GNU General Public License v3.0 or later |
Translation process |
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Source code repository |
https://github.com/AlphaStarguide/pf2e_compendium_chn
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Repository branch | main |
Last remote commit |
add LOIL to webalte
bd2b195
Kuroni authored 10 days ago |
Last commit in Weblate |
Translated using Weblate (Chinese (Simplified))
2a17c23
sakusenerio authored 2 weeks ago |
Weblate repository |
http://weblate.ashfinder.com/git/pf2/pf2e_compendium_chn/
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File mask | */pf2e.journals.json |
Monolingual base language file | en-US/pf2e.journals.json |
Translation file |
Download
en-US/pf2e.journals.json
|
Last change | Dec. 2, 2024, 11:30 p.m. |
Last author | None |
2 weeks ago
String statistics
Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
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Total | 914 | 228,564 | 2,115,486 | |||
Translated | 100% | 914 | 100% | 228,564 | 100% | 2,115,486 |
Needs editing | 0% | 0 | 0% | 0 | 0% | 0 |
Read-only | 100% | 914 | 100% | 228,564 | 100% | 2,115,486 |
Failing checks | 9% | 83 | 36% | 84,038 | 34% | 736,056 |
Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
Untranslated strings | 0% | 0 | 0% | 0 | 0% | 0 |
Quick numbers
and previous 30 days
Trends of last 30 days
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Translated
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Contributors
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Resource updated |
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None
String updated in the repository |
<h2>@UUID[Compendium.pf2e.ancestryfeatures.Item.SAbzItAI4uwbdnQk]{Basic Undead Benefits}</h2><p>@Embed[Compendium.pf2e.ancestryfeatures.Item.SAbzItAI4uwbdnQk inline]</p><h2>@UUID[Compendium.pf2e.ancestryfeatures.Item.YGk41WV42aTM7CQV]{Advanced Undead Benefits}</h2><p>@Embed[Compendium.pf2e.ancestryfeatures.Item.YGk41WV42aTM7CQV inline]</p>
<
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String updated in the repository |
<p>You choose a class archetype at level 1 and must choose its dedication feat as your 2nd level class feat. You can never have more than one class archetype.</p>
<p>You choose a class archetype at level 1 and must choose its dedication feat as your 2nd level class feat. You can never have more than one class archetype.
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String updated in the repository |
<p>Nature provided wings to certain creatures to help them soar above predators or reach food hanging from tall trees or the side of a cliff. When those graced with wings no longer have to depend on flight for survival, their appendages can be turned to a different use: combat. In addition to granting strategic elevation over foes, wings provide a variety of combat advantages.</p><p>Winged warriors are found independently among several ancestries. While awakened animals seem able to use these techniques as if by instinct, tengu of the Inner Sea region are the most commonly seen practitioners of this fighting style. Naval and pirate crews in the Shackles particularly value a tengu's skill at boarding actions. Warriors able to take flight, even temporarily, can often name their price when joining a crew on the Fever Sea. Despite the ranged armaments available on most ships, many sailors are hard-pressed to defend against skilled aerial assailants.</p><p>Even those who develop wings later in life, like certain surkis and those with grafted wings, can learn the fighting style of a winged warrior. Although it's a long path, many of the techniques involved are reinvented, rediscovered, and even updated by individual warriors.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.c3JnbVKag8I19OA1]{Winged Warrior Dedication} <span style="float:right">Feat 2</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.c3JnbVKag8I19OA1 inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.cJNRNyZbwVofYiUS]{Battering Wings} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.cJNRNyZbwVofYiUS inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.riQ8sn3Gpbr3LdtR]{Gusting Spell} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.riQ8sn3Gpbr3LdtR inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.HXjDDIannDMNxMIz]{Wing Bounce} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.HXjDDIannDMNxMIz inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.QgfrfzQAtzgwAgtQ]{Sunbird Glare} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.QgfrfzQAtzgwAgtQ inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.fxkByzNBsYOcyYp8]{Feathered Flechettes} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.fxkByzNBsYOcyYp8 inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IfoxFY9kzP4KG9gi]{Pluck from the Sky} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.IfoxFY9kzP4KG9gi inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.wvpDbFZZ9I8aAtmg]{Wing Shove} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.wvpDbFZZ9I8aAtmg inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.DUpcEx0yMHGSU6o5]{Falcon Swoop} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.DUpcEx0yMHGSU6o5 inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.G3NBWaItq6oLEJxx]{Redirecting Draft} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.G3NBWaItq6oLEJxx inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.2DrvFmrHzHLWS8UD]{Smooth Hover} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.2DrvFmrHzHLWS8UD inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.rkViV16nuFbm6hPj]{Thunderous Landing} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.rkViV16nuFbm6hPj inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.F2VR4FPL2HdbzfXL]{Bombing Run} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.F2VR4FPL2HdbzfXL inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.4PdWIMjSHRTPekAl]{Cratering Drop} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.4PdWIMjSHRTPekAl inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.D1uVM4fif8Y0FYu1]{Sonic Strafe} <span style="float:right">Feat 16</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.D1uVM4fif8Y0FYu1 inline hr=false]</p>
<p>Nature provided wings to certain creatures to help them soar above predators or reach food hanging from tall trees or the side of a cliff. When those graced with wings no longer have to depend on flight for survival, their appendages can be turned to a different use: combat. In addition to granting strategic elevation over foes, wings provide a variety of combat advantages.</p><p>Winged warriors are found independently among several ancestries. While awakened animals seem able to use these techniques as if by instinct, tengu of the Inner Sea region are the most commonly seen practitioners of this fighting style. Naval and pirate crews in the Shackles particularly value a tengu's skill at boarding actions. Warriors able to take flight, even temporarily, can often name their price when joining a crew on the Fever Sea. Despite the ranged armaments available on most ships, many sailors are hard-pressed to defend against skilled aerial assailants.</p><p>Even those who develop wings later in life, like certain surkis and those with grafted wings, can learn the fighting style of a winged warrior. Although it's a long path, many of the techniques involved are reinvented, rediscovered, and even updated by individual warriors.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.c3JnbVKag8I19OA1]{Winged Warrior Dedication} <span style="float:right">Feat
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<p>You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies.</p><p>It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere.</p><p>Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time.</p><p>One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.Item.A4sV0cRU9I8ztbHY]{Bashing Charge}, @UUID[Compendium.pf2e.feats-srd.Item.dF1HR6TqyMz03o6F]{Combat Grab}, @UUID[Compendium.pf2e.feats-srd.Item.hGjmbTNBUiJqYvsE]{Crushing Grab}; 14th @UUID[Compendium.pf2e.feats-srd.Item.U5hjS5qFrtGHWlVG]{Corpse Stench}</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ZR5Buon23cDQ1ryB]{Zombie Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> You died and were animated as a husk zombie</p><hr /><p>Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits. Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait.</p><p>Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body.</p><p>While your body is deteriorated, you're @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1}. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means.</p><p>You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by you.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the zombie archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ifiaewasPbc091BQ]{Ankle Biter} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.ifiaewasPbc091BQ inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.Tln47zk8F8nswrEI]{Feast} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.Tln47zk8F8nswrEI inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.qpoE2KhsPbF1ZDsx]{Ravenous Charge} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.qpoE2KhsPbF1ZDsx inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.Fpsd8Y8qJ3Tdbiyz]{Brains!} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.Fpsd8Y8qJ3Tdbiyz inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.55wEtw47Zl11uqlr]{Numb} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.55wEtw47Zl11uqlr inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.EG27noJj9KzyB2i4]{Out of Hand} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.EG27noJj9KzyB2i4 inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.X71qmyGpKN1XAoT6]{Shamble} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.X71qmyGpKN1XAoT6 inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.AqVyKiIjISDBFRA0]{Unkillable} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.AqVyKiIjISDBFRA0 inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.pZUmoCqxBJfZmeqm]{Festering Wounds} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.pZUmoCqxBJfZmeqm inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.Vzbu8tclrsS2IBYU]{Seize} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.Vzbu8tclrsS2IBYU inline hr=false]</p>
<p>You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies.</p><p>It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere.</p><p>Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time.</p><p>One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.Item.A4sV0cRU9I8ztbHY]{Bashing Charge}, @UUID[Compendium.pf2e.feats-srd.Item.dF1HR6TqyMz03o6F]{Combat Grab}, @UUID[Compendium.pf2e.feats-srd.Item.hGjmbTNBUiJqYvsE]{Crushing Grab}; 14th @UUID[Compendium.pf2e.feats-srd.Item.U5hjS5qFrtGHWlVG]{Corpse Stench}</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ZR5Buon23cDQ1ryB]{Zombie Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> You died and were animated as a husk zombie</p><hr /><p>Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits. Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait.</p><p>Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body.</p><p>While your body is deteriorated, you're @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1}. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means.</p><p>You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by you.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the zombie archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ifiaewasPbc091BQ]{Ankle Biter} <span style="float:right">Feat 4</span></h2><p>
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<p>After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood.</p><table class="pf2e"><thead><tr style="text-align:right"><th>Vampire Vulnerabilities</th></tr></thead><tbody><tr><td><p>Your power comes with a price. As a vampire, you have the following vulnerabilities.</p><p><strong>Revulsion:</strong> You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the @UUID[Compendium.pf2e.conditionitems.Item.sDPxOjQ9kx2RZE8D]{Fleeing} condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a @Check[will|dc:25] save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for [[/r 1d6 #rounds]]{1d6 rounds}, or 1 hour on a critical success.</p><p><strong>Sunlight:</strong> If exposed to direct sunlight, you immediately become @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1}. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.I5hzE0XT2BsjatS3]{Vampire Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> You were killed by a vampire drinking your blood</p><hr /><p>You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain @UUID[Compendium.pf2e.ancestryfeatures.Item.dkZ8RxdQFJrdxwQo]{Revulsion} and @UUID[Compendium.pf2e.ancestryfeatures.Item.bHUrm79wJCcI7L3A]{Sunlight} vulnerabilities detailed on and the @UUID[Compendium.pf2e.actionspf2e.Item.49F65W6VwuXhmv8K]{Drink Blood} ability.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the vampire archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.RL4GrJ2vTrdJuzW1]{Clinging Climber} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.RL4GrJ2vTrdJuzW1 inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.lkLwEfc3ZhLJSkVr]{Manipulative Charm} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.lkLwEfc3ZhLJSkVr inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.8bDwJieEVCjrceM7]{Nocturnal Kindred} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.8bDwJieEVCjrceM7 inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.l9PYldtyPr7Q8Xow]{Daywalker (Vampire)} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.l9PYldtyPr7Q8Xow inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ZhhITE2ZMX7UZUge]{Predatory Claws} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.ZhhITE2ZMX7UZUge inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IZupJre7o5We2VrK]{Vicious Fangs} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.IZupJre7o5We2VrK inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.FOk8xTCHcHYyENu2]{Bat Form} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.FOk8xTCHcHYyENu2 inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.bqBCatllklPceA34]{Turn to Mist} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.bqBCatllklPceA34 inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.MsieJK35tAP6gFGv]{Coffin Bound} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.MsieJK35tAP6gFGv inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.h7KZXNRm1gLV1yTt]{Mist Escape} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.h7KZXNRm1gLV1yTt inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.yqIorA6QGWmbKoOz]{Dominating Gaze} <span style="float:right">Feat 16</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.yqIorA6QGWmbKoOz inline]</p>
<p>After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood.</p><
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<p>A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.</p><p>Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>Alter Egos in Golarion</th></tr></thead><tbody><tr><td>While some alter egos work independently as freelancers, they're especially popular in all sorts of espionage and intelligence agencies throughout the Inner Sea and beyond. The Lion Blades of Taldor, Twilight Talons of Andoran, Silver Ravens of Ravounel, and various Chelaxian secret police use alter egos to keep abreast of situations throughout the Shining Kingdoms and Old Cheliax. Meanwhile, powerful mercantile groups, like the Golden League in Tian Xia or the Aspis Consortium, employ alter egos for corporate espionage, making sure they always stay one step ahead of the competition. In Mzali in the Mwangi Expanse, the rebels known as the Bright Lions often seek the aid of alter egos to escape the notice of the mummified child god Walkena.</td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.3r4v6W4abJnLg7dv]{Alter Ego Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> trained in Deception and Stealth</p><hr /><p>You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the @UUID[Compendium.pf2e.actionspf2e.Item.lAvEK4yNL3Y7pVmr]{Assume a Role} activity.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.xduV7Kyoi5OWvMEK]{We're on the List} <span style="float:right">Feat 3</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.xduV7Kyoi5OWvMEK inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.SZ8J3NbtiizFaNzz]{Change of Face} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.SZ8J3NbtiizFaNzz inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.juTBSRs2jzJzLoth]{Fake It Till You Make It} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.juTBSRs2jzJzLoth inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ZC9C6rxPJKrw6Ktx]{In Plain Sight} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.ZC9C6rxPJKrw6Ktx inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.dCCVqIcYrhCp3Bzl]{Sound Mirror} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.dCCVqIcYrhCp3Bzl inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.C5CweUNPP7HlRfBM]{Muscle Mimicry} <span style="float:right">Feat 7</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.C5CweUNPP7HlRfBM inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ossGwqEvC6ifPwgT]{Swap Reflections} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.ossGwqEvC6ifPwgT inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.X62yfg4vky1JMnf1]{Illusory Identity} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.X62yfg4vky1JMnf1 inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.kC92uxCvrxDkrCpO]{Borrow Memories} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.kC92uxCvrxDkrCpO inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.hPfqQpiq6W8RPCxz]{It Was Me All Along!} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.hPfqQpiq6W8RPCxz inline hr=false]</p>
<p>A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.</p><p>Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.</p><
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<p>Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.Item.eww9tuiXPnZFZ3DU]{Plant Evidence}, @UUID[Compendium.pf2e.feats-srd.Item.qFt6zyWVX1njJf1l]{Quick Draw}; 6th @UUID[Compendium.pf2e.feats-srd.Item.VVsYBmVi2E1u9E5Z]{Reactive Pursuit}, @UUID[Compendium.pf2e.feats-srd.Item.meQJfsKVar9tm6c9]{Running Reload}; 10th @UUID[Compendium.pf2e.feats-srd.Item.0UdHPOv3DX8TY9yb]{Snap Shot}; 18th @UUID[Compendium.pf2e.feats-srd.Item.9zH7IOsmhRBEqXAV]{Instant Opening}</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.8qawcaQAZMD7pC6Y]{Alkenstar Agent Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> trained in Deception and at least one firearm</p><p><strong>Access</strong> You have been initiated by the grand duchess of Alkenstar or one of her agents.</p><hr /><p>You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the @UUID[Compendium.pf2e.feats-srd.Item.Dvz54d6aPhjsmUux]{Lie to Me} skill feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.Jk6gZzXEABiX5A0S]{Loose Cannon} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.Jk6gZzXEABiX5A0S inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.JEzjyNbpsh05iymG]{Prepare Papers} <span style="float:right">Feat 7</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.JEzjyNbpsh05iymG inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.qbFRPTHP96Q9kGpk]{Flash Your Badge} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.qbFRPTHP96Q9kGpk inline]</p>
<p>Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.Item.eww9tuiXPnZFZ3DU]{Plant Evidence}, @UUID[Compendium.pf2e.feats-srd.Item.qFt6zyWVX1njJf1l]{Quick Draw}; 6th @UUID[Compendium.pf2e.feats-srd.Item.VVsYBmVi2E1u9E5Z]{Reactive Pursuit}, @UUID[Compendium.pf2e.feats-srd.Item.meQJfsKVar9tm6c9]{Running Reload}; 10th @UUID[Compendium.pf2e.feats-srd.Item.0UdHPOv3DX8TY9yb]{Snap Shot}; 18th @UUID[Compendium.pf2e.feats-srd.Item.9zH7IOsmhRBEqXAV]{Instant Opening}</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.8qawcaQAZMD7pC6Y]{Alkenstar Agent Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> trained in Deception and at least one firearm</p><p><strong>Access</strong> You have been initiated by the grand duchess of Alkenstar or one of her agents.</p><hr /><p>You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the @UUID[Compendium.pf2e.feats-srd.Item.Dvz54d6aPhjsmUux]{Lie to Me} skill feat.</p><h
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<h1>Mummy</h1><p>Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy - one capable of both motion and thought - is another thing altogether.</p><p>Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.</p><p>The horrifically painful living mummification process must be performed by others - usually a team of well-trained necromancers, priests, or ritualists - upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs.</p><p>Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by void energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.</p><p>Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IUmN2WC55LxPNSBB]{Mummy Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> you are dead and were mummified (by natural or ritualistic means)</p><hr /><p>Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as @UUID[Compendium.pf2e.ancestryfeatures.Item.SAbzItAI4uwbdnQk]{Basic Undead Benefits}.</p><p>Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the @UUID[Compendium.pf2e.feats-srd.Item.AmP0qu7c5dlBSath]{Toughness} feat, but also fire weakness equal to half your level.</p><p>Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.</p><p>Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the mummy archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.fGBb3VsJwf7osKaL]{One with the Land} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.fGBb3VsJwf7osKaL inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.p4OllLWJ2rV4sjxe]{Semblance of Life} <span style="float:right">Feat 4</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.p4OllLWJ2rV4sjxe inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.KWZqHwI82ae8fMML]{Grave Mummification} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.KWZqHwI82ae8fMML inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.uBOToHKQJr5JBEsg]{Mummy's Despair} <span style="float:right">Feat 6</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.uBOToHKQJr5JBEsg inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.5Pj6pQ7N1qXCQLal]{Accursed Touch} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.5Pj6pQ7N1qXCQLal inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.nAVLB5MLYWUu8N71]{Storm Shroud} <span style="float:right">Feat 8</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.nAVLB5MLYWUu8N71 inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.AMgTG6TwfoNmseWm]{Channel Rot} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.AMgTG6TwfoNmseWm inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.muyEI60L0FmCHuWb]{Ensnaring Wrappings} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.muyEI60L0FmCHuWb inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.phFRWFgeHdBzio2V]{Terrain Form} <span style="float:right">Feat 10</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.phFRWFgeHdBzio2V inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.MrBHGo9nmzcVii3k]{Desiccating Inhalation} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.MrBHGo9nmzcVii3k inline hr=false]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.O0QrBJfiMCTR0n0z]{Greater Despair} <span style="float:right">Feat 12</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.O0QrBJfiMCTR0n0z inline]</p>
<h1>Mummy</h1><p>Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy - one capable of both motion and thought - is another thing altogether.</p><p>Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.</p><p>The horrifically painful living mummification process must be performed by others - usually a team of well-trained necromancers, priests, or ritualists - upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs.</p><p>Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by void energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.</p><p>Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IUmN2WC55LxPNSBB]{Mummy Dedication} <span style="float:right">Feat 2</span></h2><p><strong>Prerequisites</strong> you are dead and were mummified (by natural or ritualistic means)</p><hr /><p>Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as @UUID[Compendium.pf2e.ancestryfeatures.Item.SAbzItAI4uwbdnQk]{Basic Undead Benefits}.</p><p>Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the @UUID[Compendium.pf2e.feats-srd.Item.AmP0qu7c5dlBSath]{Toughness} feat, but also fire weakness equal to half your level.</p><p>Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.</p><p>Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the mummy archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.fGBb3VsJwf7osKaL]{One with the Land} <span style="float:right">Feat 4</span></h2><p>
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<p>The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp.</p><p>Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt.</p><p>As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear.</p><p>Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting.</p><p><strong>Additional Feats</strong>: 14th @UUID[Compendium.pf2e.feats-srd.Item.AXy4A7zTYk1JAiOV]{Magic Sense}</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.peUBtdoG5LyVaf5g]{Lich Dedication} <span style="float:right">Feat 12</span></h2><p><strong>Prerequisites</strong> living creature, ability to cast 6th-rank or higher spells from spell slots, expert in Crafting, completed ritual to become a lich and crafted a soul cage</p><hr /><p>After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the @UUID[Compendium.pf2e.ancestryfeatures.Item.SAbzItAI4uwbdnQk]{Basic Undead Benefits}. Your undead craving is for knowledge.</p><p>You gain a unique soul cage—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the lich archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.0S92aZtljjTAwLdO]{Drain Soul Cage} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.0S92aZtljjTAwLdO inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.45F4nNN8gxoBdSnk]{Enshroud Soul Cage} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.45F4nNN8gxoBdSnk inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.matJDIUDvgaJqyiF]{Hand of the Lich} <span style="float:right">Feat 14</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.matJDIUDvgaJqyiF inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.X5LxcrZbjHfmX58a]{Bolster Soul Cage} <span style="float:right">Feat 16</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.X5LxcrZbjHfmX58a inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.XRCqj74dG27MHNxQ]{Spell Gem} <span style="float:right">Feat 16</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.XRCqj74dG27MHNxQ inline]</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.5JG0kjxukERBeayd]{Frightful Aura} <span style="float:right">Feat 18</span></h2><p>@Embed[Compendium.pf2e.feats-srd.Item.5JG0kjxukERBeayd inline]</p>
<p>The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp.</p><p>Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt.</p><p>As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear.</p><p>Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting.</p><p><strong>Additional Feats</strong>: 14th @UUID[Compendium.pf2e.feats-srd.Item.AXy4A7zTYk1JAiOV]{Magic Sense}</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.peUBtdoG5LyVaf5g]{Lich Dedication} <span style="float:right">Feat 12</span></h2><p><strong>Prerequisites</strong> living creature, ability to cast 6th-rank or higher spells from spell slots, expert in Crafting, completed ritual to become a lich and crafted a soul cage</p><hr /><p>After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the @UUID[Compendium.pf2e.ancestryfeatures.Item.SAbzItAI4uwbdnQk]{Basic Undead Benefits}. Your undead craving is for knowledge.
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914 | All strings, converted files enriched with comments; suitable for offline translation | Android String Resource | CSV | JSON | JSON nested structure file | gettext PO | iOS strings | TBX | TMX | XLIFF 1.1 with gettext extensions | XLIFF 1.1 | XLSX |
en-US/pf2e.journals.json
” file was changed. 3 weeks ago