Source strings
| 1,006 | Strings | 100% | ||
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| 215,687 | Words | 100% | ||
| 2,502,515 | Characters | 100% |
This translation is being used as source strings within this component.
| Strings Words Characters | |||
|---|---|---|---|
| 1,006 215,687 2,502,515 |
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All strings | Browse Translate Zen |
| 1,006 215,687 2,502,515 |
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Read-only strings | Browse Translate Zen |
| 80 80,597 729,479 |
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Strings with any failing checks | Browse Translate Zen |
| 80 80,597 729,479 |
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Failing check: Ellipsis | Browse Translate Zen |
Overview
| Project website | weblate.ashfinder.com/settings/pf2 | |
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| Project maintainers |
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| 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 |
update en to 7.6.3
011ec9b
Kuroni authored 11 days ago |
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| Last commit in Weblate |
Translated using Weblate (Chinese (Simplified Han script))
3ba8e89
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| Weblate repository |
http://weblate.ashfinder.com/git/pf2/pf2e_compendium_chn/
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| File mask |
*/pf2e.journals.json
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| Monolingual base language file |
en-US/pf2e.journals.json
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| Translation file |
Download
en-US/pf2e.journals.json
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| Last change | Oct. 11, 2025, 11:08 a.m. | |
| Last change made by | None | |
| Language | English | |
| Language code | en | |
| Text direction | Left to right | |
| Case sensitivity | Case-sensitive | |
| Number of speakers | 1,728,003,224 | |
| Number of plurals | 2 | |
| Plural type | One/other | |
| Plurals | Singular | 1 | Plural | 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, … |
| Plural formula |
n != 1
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11 days ago
String statistics
| Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
|---|---|---|---|---|---|---|
| Total | 1,006 | 215,687 | 2,502,515 | |||
| Translated | 100% | 1,006 | 100% | 215,687 | 100% | 2,502,515 |
| Needs editing | 0% | 0 | 0% | 0 | 0% | 0 |
| Read-only | 100% | 1,006 | 100% | 215,687 | 100% | 2,502,515 |
| Failing checks | 7% | 80 | 37% | 80,597 | 29% | 729,479 |
| 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
+2%
Hosted words
+100%
+1%
Hosted strings
+100%
—
Translated
+100%
—
Contributors
—
None
Resource updated |
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None
String added in the repository |
<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>From the earliest days of civilization, many heroes became associated with their legendary weapons. These brave adventurers, who faced many mythic challenges in their time, eventually moved on to the afterlife, for such is the way of mortality. While their mortal remains were consumed by cremation, interment, or the natural process of decay, the magical weapons they left behind suffered no such deterioration. These artifacts and relics would often later be taken up by new heroes, and thus the cycle would repeat.</p><p>When shards of Gorum's body rained down upon the world during the Godsrain, this cycle transformed. Known today as warshards, the divine remnants of Gorum's physical form quickly became highly sought-after treasures wherever they fell. As one might expect from fragments shed from the body of war god, these shards became invaluable components for the forging of new weapons or the bolstering of existing ones.</p><p>But what of those rare cases where a warshard, however small, strikes the body of a hero? What of those rare cases where a physical embodiment of the dead god of war becomes absorbed into the soul of a mortal? In these astonishing instances, a new type of hero can arise, one who doesn't shed their mortal shell in death but instead continues their legacy in the form of the weapon they wielded.</p><p>These so-called warshard warriors bear or once bore a piece of the divine metal that fell during the Godsrain. It might have been shaped into crude-looking armor or carried as a makeshift shield, or it might simply adorn that hero's clothing. It could even have pierced their flesh and left its influence behind, transforming into an unremarkable fragment of slag. Regardless of the manner of infusion, these warshards impart both fortitude and purpose to the affected warriors. For most, the shard unifies both the wielder and weapon, elevating the pairing when the tide of battle rises. For others, the shard enables an even more perfect union, blending the essence of both until they become one, the weapon forever holding the spirit of the warshard warrior.</p><p>Among those few who combined with their weapons to become one unique intelligent item, the soul of Yrrelin (malicious male serpentfolk lich 21) now resides within his scythe Villainy. He now seeks to behead Golarion's greatest heroes, one after another, in a zealous push to "bring all life closer to the headless god, Ydersius." Those who hold the blade are overcome by the wickedness of its former master and aren't in control of their own actions.</p><p>For good or ill, the skybound slaughter of Gorum threw the world into a new age of heroes, villains, and mythic artifacts. Most warriors who received the war god's blessing knew right away the spark of partnership between them and the weapon that was once merely regarded as a tool of their trade. The more time spent wielding the weapon, the greater its magical abilities and the greater the warrior's understanding of its singular nature. In the end, few can say how powerful the bond between a weapon and its warshard warrior will grow.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>Destiny Definitions</th></tr></thead><tbody><tr><td><p>This destiny revolves around a concept that is summarized below.</p><p><strong>Warshard Weapon:</strong> This is a specific weapon you have chosen to infuse your destiny into during your daily preparations. Most warshard warrior feats work best when coupled with a warshard weapon. You can only have one warshard weapon at a time. A warshard weapon gains the mythic trait.</p></td></tr></tbody></table><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>How Did You Become A Warshard Warrior?</th></tr></thead><tbody><tr><td><p>When a PC chooses the warshard warrior destiny, they must decide how they encountered the warshard in question. In the Revenge of the Runelords Adventure Path, the Godsrain is still a relatively recent event, and so it could be that a PC was struck by a tiny fragment as it fell during the event, or perhaps they were infused after touching a fallen shard they discovered. The nature and flavor of this infusion don't need to have any bearing on the character's subsequent feat choices as they gain levels nor on the type of weapon they choose to bond with.</p><p>In time, as the Godsrain is separated from the present by generations, it's possible for a hero in the future to become a warshard warrior much in the same way a sorcerer gains their magical power—through a supernatural legacy handed down from ancestors—but for the purposes of this campaign, a PC should have a more direct link to the original warshard. They might even wear the fragment as a token or have it embedded harmlessly but impressively in their flesh.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.GtohZQvFVZaIQD0S]{Warshard Warrior Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>When you became infused with a shard of the god of war, you knew in your gut that your destiny would be one for the ages—yet you may not, at first, know the exact way such a destiny would play out. If you still carry the warshard that empowered you, you might carry it as a token or wear it as jewelry—if indeed it's not simply embedded into your body. Regardless, the warshard itself no longer has any intrinsic power of its own, and even if you toss the warshard aside, its gifts do not leave you, nor can another benefit from them. If you throw the warshard away or lose it, your destiny remains unaltered; you have, in effect, become the warshard itself. This power manifests through a weapon you wield.</p><p>When you make your daily preparations, choose one weapon in your possession in which you have at least expert proficiency. That weapon becomes your warshard weapon until you choose a different weapon in your possession during another of your daily preparations. You can choose a mundane nonmagical weapon, a weapon with magical runes, one made of an unusual material, or even a specific magic weapon such as a storm flash or a bloodletting kukri, but not an intelligent weapon or an artifact like the bastard sword Serithtial or one of the seven swords of sin. While you don't lose access to your warshard warrior feats if your warshard weapon is taken from you or destroyed, note that several of this destiny's feats require you to be wielding your warshard weapon. You can etch or remove runes from a warshard weapon normally. You can have only one warshard weapon at a time.</p><p>Your gain the @UUID[Compendium.pf2e.feats-srd.Item.toGkX6UVPq1Z1NjB]{Mythic Strike} feat, but you can only use it with your warshard weapon. Whenever you make a Strike with your warshard weapon at mythic proficiency, you double the amount of additional damage you deal with the weapon specialization class feature. When you make Crafting checks to Repair your warshard weapon, your treat your proficiency rank in Crafting as legendary for determining how many Hit Points you restore to the item; in addition, if your Crafting result is a critical failure, you get a failure instead. You also gain the @UUID[Compendium.pf2e.actionspf2e.Item.a8d5iIf1up9W0gVg]{Call Warshard Weapon} action.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ja2HDuEC42mpxMVP]{Athlete's Ally} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">magical</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ja2HDuEC42mpxMVP inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.DgnUXfkcufJotxN9]{Lightless Sight} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.DgnUXfkcufJotxN9 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.CmE9DKaqA4p9uYfQ]{Steadfast Grip} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.CmE9DKaqA4p9uYfQ inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.n7a7ltuY9C4qcAiT]{Transmute Weapon} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.n7a7ltuY9C4qcAiT inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.MsNPLqPsWgOO0dqh]{Warshard Rune} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.MsNPLqPsWgOO0dqh inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.C10L7NG6dgsCqKG8]{Divide and Conquer} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.C10L7NG6dgsCqKG8 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.XrvIHz2bkgdpJ8rI]{Indomitable Shot} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">attack</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.XrvIHz2bkgdpJ8rI inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.WYMbOaEvuAS5zCjH]{Prescient Parry} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">manipulate</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.WYMbOaEvuAS5zCjH inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.BndS11cLoHSIZc49]{Final Shot Knows the Way} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">press</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.BndS11cLoHSIZc49 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.nbwHIS38AgSDquNu]{Throw and Catch} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.nbwHIS38AgSDquNu inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.meZTsonAlueXihQU]{I am the Weapon} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.meZTsonAlueXihQU inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>From the earliest days of civilization, many heroes became associated with their legendary weapons. These brave adventurers, who faced many mythic challenges in their time, eventually moved on to the afterlife, for such is the way of mortality. While their mortal remains were consumed by cremation, interment, or the natural process of decay, the magical weapons they left behind suffered no such deterioration. These artifacts and relics would often later be taken up by new heroes, and thus the cycle would repeat.</p><p>When shards of Gorum's body rained down upon the world during the Godsrain, this cycle transformed. Known today as warshards, the divine remnants of Gorum's physical form quickly became highly sought-after treasures wherever they fell. As one might expect from fragments shed from the body of war god, these shards became invaluable components for the forging of new weapons or the bolstering of existing ones.</p><p>But what of those rare cases where a warshard, however small, strikes the body of a hero? What of those rare cases where a physical embodiment of the dead god of war becomes absorbed into the soul of a mortal? In these astonishing instances, a new type of hero can arise, one who doesn't shed their mortal shell in death but instead continues their legacy in the form of the weapon they wielded.</p><p>These so-called warshard warriors bear or once bore a piece of the divine metal that fell during the Godsrain. It might have been shaped into crude-looking armor or carried as a makeshift shield, or it might simply adorn that hero's clothing. It could even have pierced their flesh and left its influence behind, transforming into an unremarkable fragment of slag. Regardless of the manner of infusion, these warshards impart both fortitude and purpose to the affected warriors. For most, the shard unifies both the wielder and weapon, elevating the pairing when the tide of battle rises. For others, the shard enables an even more perfect union, blending the essence of both until they become one, the weapon forever holding the spirit of the warshard warrior.</p><p>Among those few who combined with their weapons to become one unique intelligent item, the soul of Yrrelin (malicious male serpentfolk lich 21) now resides within his scythe Villainy. He now seeks to behead Golarion's greatest heroes, one after another, in a zealous push to "bring all life closer to the headless god, Ydersius." Those who hold the blade are overcome by the wickedness of its former master and aren't in control of their own actions.</p><p>For good or ill, the skybound slaughter of Gorum threw the world into a new age of heroes, villains, and mythic artifacts. Most warriors who received the war god's blessing knew right away the spark of partnership between them and the weapon that was once merely regarded as a tool of their trade. The more time spent wielding the weapon, the greater its magical abilities and the greater the warrior's understanding of its singular nature. In the end, few can say how powerful the bond between a weapon and its warshard warrior will grow.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>Destiny Definitions</th></tr></thead><tbody><tr><td><p>This destiny revolves around a concept that is summarized below.</p><p><strong>Warshard Weapon:</strong> This is a specific weapon you have chosen to infuse your destiny into during your daily preparations. Most warshard warrior feats work best when coupled with a warshard weapon. You can only have one warshard weapon at a time. A warshard weapon gains the mythic trait.</p></td></tr></tbody></table><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>How Did You Become A Warshard Warrior?</th></tr></thead><tbody><tr><td><p>When a PC chooses the warshard warrior destiny, they must decide how they encountered the warshard in question. In the Revenge of the Runelords Adventure Path, the Godsrain is still a relatively recent event, and so it could be that a PC was struck by a tiny fragment as it fell during the event, or perhaps they were infused after touching a fallen shard they discovered. The nature and flavor of this infusion don't need to have any bearing on the character's subsequent feat choices as they gain levels nor on the type of weapon they choose to bond with.</p><p>In time, as the Godsrain is separated from the present by generations, it's possible for a hero in the future to become a warshard warrior much in the same way a sorcerer gains their magical power—through a supernatural legacy handed down from ancestors—but for the purposes of this campaign, a PC should have a more direct link to the original warshard. They might even wear the fragment as a token or have it embedded harmlessly but impressively in their flesh.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.GtohZQvFVZaIQD0S]{Warshard Warrior Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>When you became infused with a shard of the god of war, you knew in your gut that your destiny would be one for the ages—yet you may not, at first, know the exact way such a destiny would play out. If you still carry the warshard that empowered you, you might carry it as a token or wear it as jewelry—if indeed it's not simply embedded into your body. Regardless, the warshard itself no longer has any intrinsic power of its own, and even if you toss the warshard aside, its gifts do not leave you, nor can another benefit from them. If you throw the warshard away or lose it, your destiny remains unaltered; you have, in effect, become the warshard itself. This power manifests through a weapon you wield.</p><p>When you make your daily preparations, choose one weapon in your possession in which you have at least expert proficiency. That weapon becomes your warshard weapon until you choose a different weapon in your possession during another of your daily preparations. You can choose a mundane nonmagical weapon, a weapon with magical runes, one made of an unusual material, or even a specific magic weapon such as a storm flash or a bloodletting kukri, but not an intelligent weapon or an artifact like the bastard sword Serithtial or one of the seven swords of sin. While you don't lose access to your warshard warrior feats if your warshard weapon is taken from you or destroyed, note that several of this destiny's feats require you to be wielding your warshard weapon. You can etch or remove runes from a warshard weapon normally. You can have only one warshard weapon at a time.</p><p>Your gain the @UUID[Compendium.pf2e.feats-srd.Item.toGkX6UVPq1Z1NjB]{Mythic Strike} feat, but you can only use it with your warshard weapon. Whenever you make a Strike with your warshard weapon at mythic proficiency, you double the amount of additional damage you deal with the weapon specialization class feature. When you make Crafting checks to Repair your warshard weapon, your treat your proficiency rank in Crafting as legendary for determining how many Hit Points you restore to the item; in addition, if your Crafting result is a critical failure, you get a failure instead. You also gain the @UUID[Compendium.pf2e.actionspf2e.Item.a8d5iIf1up9W0gVg]{Call Warshard Weapon} action.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ja2HDuEC42mpxMVP]{Athlete's Ally} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">magical</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ja2HDuEC42mpxMVP inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.DgnUXfkcufJotxN9]{Lightless Sight} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.DgnUXfkcufJotxN9 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.CmE9DKaqA4p9uYfQ]{Steadfast Grip} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.CmE9DKaqA4p9uYfQ inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.n7a7ltuY9C4qcAiT]{Transmute Weapon} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.n7a7ltuY9C4qcAiT inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.MsNPLqPsWgOO0dqh]{Warshard Rune} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.MsNPLqPsWgOO0dqh inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.C10L7NG6dgsCqKG8]{Divide and Conquer} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.C10L7NG6dgsCqKG8 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.XrvIHz2bkgdpJ8rI]{Indomitable Shot} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">attack</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.XrvIHz2bkgdpJ8rI inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.WYMbOaEvuAS5zCjH]{Prescient Parry} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">manipulate</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.WYMbOaEvuAS5zCjH inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.BndS11cLoHSIZc49]{Final Shot Knows the Way} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">press</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.BndS11cLoHSIZc49 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.nbwHIS38AgSDquNu]{Throw and Catch} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.nbwHIS38AgSDquNu inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.meZTsonAlueXihQU]{I am the Weapon} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.meZTsonAlueXihQU inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
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Warshard Warrior (Rare)
Warshard Warrior (Rare)
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<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>Those who travel outside the conventional flow of time are often regarded as powerful heroes or ambitious villains. A being with the force of will or cosmic purpose to change the past or travel to the future lives a life beyond the comprehension of all but the most significant of Golarion's formidable figures. Yet to meddle in the flow of time is to invite peril and danger far beyond what most are capable of enduring, and those who survive are sometimes known as timewracked.</p><p>For those traveling the contours of time, the road is often even more arduous than their peers believe. Perhaps due to an ancient curse or as the price of a selfless sacrifice, being trapped outside the normal flow of time comes with inconvenient and unpredictable consequences. For some, the ability to see the future or affect the past comes at the cost of influencing one's own time. For others, the danger of losing track of when you are can be as perilous as becoming lost in a dangerous realm. Even these predictable perils pale in comparison to becoming the object of those who hunt the timewracked. Bythos aeons, the hounds of Tindalos, siktemporas, and agents of the Ancient Ones themselves are all legendary predators of those whose actions might damage the flow of time—and they hunt the timewracked for even the tiniest infractions.</p><p>Those who travel outside of time might achieve the future they seek, but they can never know until they return to their own time. The very nature of their existence can cause their legacies to fluctuate. The great cyclops <strong>Urghan</strong> (tormented male cyclops primalist 17) is said to be trapped in a constant repetition of the decisions he made just before the Starstone fell, living in one reality for the most part but frequently responding to the stimuli of variant timelines, his ultimate goal being the protection of an empire from global devastation. Before then, several runelords created demiplanes or used advanced magic to lock themselves out of their own natural chronology, either to gain more time to prepare or one day return to a world that has already survived calamity.</p><p>Adventurers isolated from time see its flow in a variety of ways—but never in the same way as those who experience time traditionally. Their exposure grants them adaptive abilities that accelerate their movement or allow them to experience time at different speeds than others. With experience, they can channel their fluid perceptions, forcing a disadvantageous time flow onto their enemies. Ultimately, the ones who best adapt to their predicament learn to cheat mortality—not immune to death but not aging, either. Immunity to the rigors of time allows them to influence the events both before and after their native streams. There's no power quite like time travel, but also nothing more dangerous.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>When Are You From?</th></tr></thead><tbody><tr><td><p>The plot of the Return of the Runelords Adventure Path focused on Runelord Alaznist's abuse of the flow of time, accomplished with the aid of a mighty artifact now lost. Even given the assumption of her defeat, the damage done to the flow of time persisted—most blatantly in the sudden return of the time-locked city of Xin-Edasseril to the modern era. While not all of those who have spent the past 10,000 years locked within that city have mythic destinies, a PC who hails from this part of New Thassilon has a perfect backstory for this mythic destiny. If a player wishes to play a character who is native to this part of the world, keep in mind that they were likely born eons ago, before Earthfall. It'd be a significant roleplaying challenge to play a character fresh out of their temporal element, but since several years have passed between Xin-Edasseril's return to the flow of time and the start of this Adventure Path, you should assume that any PCs who hail from this land have spent those years becoming acclimated to the new world they find themselves in.</p><p>An even more outlandish genesis for a timewracked PC is that their existence in this timeline may not be stable—they might not even be from this campaign's timeline, having slipped across parallel realities into this campaign as a side effect of Alaznist's temporal tampering's during Return of the Runelords. One could even imagine a character from the Starfinder setting being hurled back in time after a disaster involving a black hole or other temporal distortion. In all such cases, the player should work with the GM to make sure their character still fits into the current campaign's storyline and isn't such a fish out of water (or out of time) that the entire adventure must take a back seat to their character's slow acclimation to this new reality.</p></td></tr></tbody></table><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>The Most Dangerous Game</th></tr></thead><tbody><tr><td><p>Few face greater danger than an adventurer who dares traverse the streams of time. There are many fell creatures native to strange dimensions and alternate realities, all of whom are sensitive to temporal manipulation. Like sharks sensing vibration in the water, such predators orient on those who wade into their oceans, hungry to consume both the temporal energy and corporeal forms of any foolish enough to disrupt time's linear flow.</p><p>Beyond that, time itself seems to generate hazards for those who attempt to break its rules. Obscure texts describe sudden storms, quakes, and deadly undercurrents with bizarre and unpredictable effects. Ancient cosmic myths mention bolts of lightning that transport those they strike to different times and places, even preventing a return to one's normal time.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.yrlwMnjLgKaWtq74]{Timewracked Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>The current of time shifts subtly in your field of view. You have learned to tread these temporal eddies, moving forward and pushing backward in small strokes—sometimes even gaining the ability to move your allies and enemies through time as you choose. Whether or not you'll ever be fully restored to your proper timeline, you can't predict—but until then you continue to manipulate your estrangement from time to move unseen, defy your opponents in combat, and occupy future or past versions of yourself to escape distress. With practice you could gain the ability to rehearse a speech at the same tie you deliver it or attack distant foes without spending the time to move between them. Eventually, you might gain the power to vanish from existence altogether while you hop forward and backward in time or even become immortal.</p><p>Your Speed increases by 5 feet for each mode of movement available to you. You can spend a Mythic Point to roll any check made to determine your initiative at mythic proficiency. If your initiative roll result is tied with an opponent's initiative roll, you can choose to go first. In addition, you gain the @UUID[Compendium.pf2e.actionspf2e.Item.gCVox3KLuKFXCUqZ]{Sidestep Through Time} reaction.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.WLtyRMV2phyW9Mu2]{Be Right Back} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">concentrate</li><li class="tag traits">manipulate</li><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.WLtyRMV2phyW9Mu2 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.keCkeRzBANPgUG8M]{Live Off Borrowed Time} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.keCkeRzBANPgUG8M inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IAnUKY3QI8K32yJw]{Now You See Me} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">flourish</li><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.IAnUKY3QI8K32yJw inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.GBFHOgMDZlNas6DF]{Second Sight} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">prediction</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.GBFHOgMDZlNas6DF inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.eXPJTsu80nOYgzI3]{Temporal Fury} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.eXPJTsu80nOYgzI3 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.Bb5Z9qpVom5fcrnh]{Bolstered Recovery} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">healing</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.Bb5Z9qpVom5fcrnh inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.0gOT5o3RfUfYKj8z]{Echoing Fury} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.0gOT5o3RfUfYKj8z inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.vqgklLExo3HAVAm9]{Preserve the Moment} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.vqgklLExo3HAVAm9 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.iUEYGMjvveC9sfUu]{Fracture Timeflow} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">incapacitation</li><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.iUEYGMjvveC9sfUu inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.mdc30s4CuxR7HL3k]{Not This Time} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.mdc30s4CuxR7HL3k inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.cSI344GrI2K2XMae]{Timelessness} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.cSI344GrI2K2XMae inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>Those who travel outside the conventional flow of time are often regarded as powerful heroes or ambitious villains. A being with the force of will or cosmic purpose to change the past or travel to the future lives a life beyond the comprehension of all but the most significant of Golarion's formidable figures. Yet to meddle in the flow of time is to invite peril and danger far beyond what most are capable of enduring, and those who survive are sometimes known as timewracked.</p><p>For those traveling the contours of time, the road is often even more arduous than their peers believe. Perhaps due to an ancient curse or as the price of a selfless sacrifice, being trapped outside the normal flow of time comes with inconvenient and unpredictable consequences. For some, the ability to see the future or affect the past comes at the cost of influencing one's own time. For others, the danger of losing track of when you are can be as perilous as becoming lost in a dangerous realm. Even these predictable perils pale in comparison to becoming the object of those who hunt the timewracked. Bythos aeons, the hounds of Tindalos, siktemporas, and agents of the Ancient Ones themselves are all legendary predators of those whose actions might damage the flow of time—and they hunt the timewracked for even the tiniest infractions.</p><p>Those who travel outside of time might achieve the future they seek, but they can never know until they return to their own time. The very nature of their existence can cause their legacies to fluctuate. The great cyclops <strong>Urghan</strong> (tormented male cyclops primalist 17) is said to be trapped in a constant repetition of the decisions he made just before the Starstone fell, living in one reality for the most part but frequently responding to the stimuli of variant timelines, his ultimate goal being the protection of an empire from global devastation. Before then, several runelords created demiplanes or used advanced magic to lock themselves out of their own natural chronology, either to gain more time to prepare or one day return to a world that has already survived calamity.</p><p>Adventurers isolated from time see its flow in a variety of ways—but never in the same way as those who experience time traditionally. Their exposure grants them adaptive abilities that accelerate their movement or allow them to experience time at different speeds than others. With experience, they can channel their fluid perceptions, forcing a disadvantageous time flow onto their enemies. Ultimately, the ones who best adapt to their predicament learn to cheat mortality—not immune to death but not aging, either. Immunity to the rigors of time allows them to influence the events both before and after their native streams. There's no power quite like time travel, but also nothing more dangerous.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>When Are You From?</th></tr></thead><tbody><tr><td><p>The plot of the Return of the Runelords Adventure Path focused on Runelord Alaznist's abuse of the flow of time, accomplished with the aid of a mighty artifact now lost. Even given the assumption of her defeat, the damage done to the flow of time persisted—most blatantly in the sudden return of the time-locked city of Xin-Edasseril to the modern era. While not all of those who have spent the past 10,000 years locked within that city have mythic destinies, a PC who hails from this part of New Thassilon has a perfect backstory for this mythic destiny. If a player wishes to play a character who is native to this part of the world, keep in mind that they were likely born eons ago, before Earthfall. It'd be a significant roleplaying challenge to play a character fresh out of their temporal element, but since several years have passed between Xin-Edasseril's return to the flow of time and the start of this Adventure Path, you should assume that any PCs who hail from this land have spent those years becoming acclimated to the new world they find themselves in.</p><p>An even more outlandish genesis for a timewracked PC is that their existence in this timeline may not be stable—they might not even be from this campaign's timeline, having slipped across parallel realities into this campaign as a side effect of Alaznist's temporal tampering's during Return of the Runelords. One could even imagine a character from the Starfinder setting being hurled back in time after a disaster involving a black hole or other temporal distortion. In all such cases, the player should work with the GM to make sure their character still fits into the current campaign's storyline and isn't such a fish out of water (or out of time) that the entire adventure must take a back seat to their character's slow acclimation to this new reality.</p></td></tr></tbody></table><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>The Most Dangerous Game</th></tr></thead><tbody><tr><td><p>Few face greater danger than an adventurer who dares traverse the streams of time. There are many fell creatures native to strange dimensions and alternate realities, all of whom are sensitive to temporal manipulation. Like sharks sensing vibration in the water, such predators orient on those who wade into their oceans, hungry to consume both the temporal energy and corporeal forms of any foolish enough to disrupt time's linear flow.</p><p>Beyond that, time itself seems to generate hazards for those who attempt to break its rules. Obscure texts describe sudden storms, quakes, and deadly undercurrents with bizarre and unpredictable effects. Ancient cosmic myths mention bolts of lightning that transport those they strike to different times and places, even preventing a return to one's normal time.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.yrlwMnjLgKaWtq74]{Timewracked Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>The current of time shifts subtly in your field of view. You have learned to tread these temporal eddies, moving forward and pushing backward in small strokes—sometimes even gaining the ability to move your allies and enemies through time as you choose. Whether or not you'll ever be fully restored to your proper timeline, you can't predict—but until then you continue to manipulate your estrangement from time to move unseen, defy your opponents in combat, and occupy future or past versions of yourself to escape distress. With practice you could gain the ability to rehearse a speech at the same tie you deliver it or attack distant foes without spending the time to move between them. Eventually, you might gain the power to vanish from existence altogether while you hop forward and backward in time or even become immortal.</p><p>Your Speed increases by 5 feet for each mode of movement available to you. You can spend a Mythic Point to roll any check made to determine your initiative at mythic proficiency. If your initiative roll result is tied with an opponent's initiative roll, you can choose to go first. In addition, you gain the @UUID[Compendium.pf2e.actionspf2e.Item.gCVox3KLuKFXCUqZ]{Sidestep Through Time} reaction.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.WLtyRMV2phyW9Mu2]{Be Right Back} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">concentrate</li><li class="tag traits">manipulate</li><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.WLtyRMV2phyW9Mu2 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.keCkeRzBANPgUG8M]{Live Off Borrowed Time} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.keCkeRzBANPgUG8M inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IAnUKY3QI8K32yJw]{Now You See Me} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">flourish</li><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.IAnUKY3QI8K32yJw inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.GBFHOgMDZlNas6DF]{Second Sight} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">prediction</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.GBFHOgMDZlNas6DF inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.eXPJTsu80nOYgzI3]{Temporal Fury} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.eXPJTsu80nOYgzI3 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.Bb5Z9qpVom5fcrnh]{Bolstered Recovery} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">healing</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.Bb5Z9qpVom5fcrnh inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.0gOT5o3RfUfYKj8z]{Echoing Fury} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.0gOT5o3RfUfYKj8z inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.vqgklLExo3HAVAm9]{Preserve the Moment} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.vqgklLExo3HAVAm9 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.iUEYGMjvveC9sfUu]{Fracture Timeflow} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">incapacitation</li><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.iUEYGMjvveC9sfUu inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.mdc30s4CuxR7HL3k]{Not This Time} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.mdc30s4CuxR7HL3k inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.cSI344GrI2K2XMae]{Timelessness} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.cSI344GrI2K2XMae inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
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Timewracked (Rare)
Timewracked (Rare)
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<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>Regular people often quip about the eventful lives of legendary heroes with pithy witticisms such as "no good deed goes unpunished" or "no rest for the wicked." Whatever the source of such wisdom, these words could correctly describe the never-ending struggle between good and evil and the fight for survival in a world of monsters and nefarious plots. For the most heroic adventurers, peril begets peril and one crisis often gives way to the next.</p><p>Such is the nature of growing in power. The pool of similarly powerful figures becomes smaller, and the stakes for future conflicts grow higher. For many such adventurers, it's difficult to find peace, especially if a past rival resurfaces. Such foes might demand a reckoning with the same heroes who defeated them before, and even if those heroes have gone on to the afterlife, they still may return to do battle with old foes once again.</p><p>These sons and daughters of destiny, known as heroic scions, return whenever trouble arises. Whether they return from the beyond as a reincarnated soul in a newborn body destined for glory or manifest within the soul of a hero who happens to be in the right place at the right time, the end result for the heroic scion is the same—the sudden recollection of astounding deeds and great victories from a past life. Academics debate whether these individuals share a similar soul born to fight against serious threats or whether every great power gives rise to a karmic enemy. Possibly the explanation is much simpler—great heroes come forward to battle great evil, and history remembers the champions of both sides.</p><p>A heroic scion's purpose goes beyond mere revenge or simple misadventure. These fated figures possess a true destiny: to defeat an enemy capable of altering the course of mortal life or the cyclical frustration of an enduring adversary. Should a scion, or even a party of scions, achieves total victory over their quarry, the universe tends to provide a new enemy worthy of their might.</p><p>Scions come from every possible type of adventurer but share preternatural toughness as a common trait. While they return to life from death within a new body, they're never exactly the same as their previous incarnation. Full details of their past lives are initially fleeting, but as the heroic scion grows in power, their old memories surface as their potency increases. Some might seek out old companions or their spiritual successors, while others soldier on alone, a unique thorn in the side of their equally timeless adversary.</p><p>Along with the heroic scion's perseverance, they exhibit other gifts. Most possess a strong sense of self and are all but incorruptible in that regard. They remember the lessons of history's great battles, having taken part in many themselves. Likewise, they recall their defeats and humiliations, yet they don't dwell upon these in a negative way—instead seeking to learn from past mistakes so that when they're faced with similar situations in this new incarnation, they can bring the wisdom of one who has suffered before to solve the problem. After so many years of conflict, heroic scions master familiar tactics and terrains and become experts in dealing with their recurring enemies. A heroic scion may rest when their nemesis is defeated but always remembers their place when the villain returns.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>Choosing Your Hero</th></tr></thead><tbody><tr><td><p>The heroic scion gives a player the chance to play the reincarnated soul of a previous PC who has perished and moved on to the afterlife. The previous hero need not be mythic, nor even as high a level as the current PC, but the merging of their life into the form of the heroic scion catapults both into the higher stratum of mythic power.</p><p>Whether a player chooses a previous PC as their past life or selects another hero chosen from the world's history, the player gets to decide if their current character identifies as that past hero or simply recalls their previous adventures as they live their new life as a heroic scion. If the player has no prior PC to choose from, they can also select a dead heroic NPC ally or notable figure from a previous campaign. The player should work with the GM to determine who their past life was and then strive to flavor their mythic destiny feats so they echo their reincarnated soul more accurately from a narrative and flavor standpoint.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.JbE823xBNt12IAD5]{Heroic Scion Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>Destiny calls, and the soul of a dead hero reincarnates to take up the fight! Either an old enemy resumes their efforts to affect chaos and violence, or a new threat arises and you feel compelled to stand against it. You've stood against evil before, and the time is nigh for you to do so once again.</p><p>When you select this mythic destiny, work with your GM to determine the best choice for which previous PC or NPC serves as the source of your reincarnation. For the Revenge of the Runelords Adventure Path in particular, any PC who played a role in the Rise of the Runelords, Shattered Star, or Return of the Runelords Adventure Paths makes for a perfect fit—as would any allied NPC who, in your previous campaign, perished before the end.</p><p>A heroic scion comes into the world when a nemesis from their old adventures returns. In the case of this campaign, the heroic scion's nemesis are the ancient runelords of Thassilon. In other campaigns, this nemesis can be a specific individual, a coterie of rivals, or an organization you're destined to oppose. You instinctively know when your nemesis is active in the world. This knowledge may begin as nightmares or a feeling of inevitable conflict but grows stronger and more specific as you contemplate further. You also know when this entity or group has been fully defeated and ceases to operate at all. You gain a +2 circumstance bonus to Perception checks to @UUID[Compendium.pf2e.actionspf2e.Item.BlAOM2X92SI6HMtJ]{Seek} or @UUID[Compendium.pf2e.actionspf2e.Item.1xRFPTFtWtGJ9ELw]{Sense Motive} whenever an ally or servant of your nemesis attempts to Lie to you, escape your notice, or Impersonate someone else.</p><p>Fate has deemed you incredibly hard to kill. You reduce the DC of recovery checks by 1.</p><p>Choose one skill that's not a Lore skill, based on the themes of your reincarnated heroic source. Your GM can help you determine a list of appropriate skills to choose from. When you employ an action using that skill, you may spend a Mythic Point to attempt the associated check at mythic proficiency.</p><p>Finally, you gain the @UUID[Compendium.pf2e.feats-srd.Item.BocFD2KV0qgUC76x]{Additional Lore} feat for a special Lore skill subcategory—Incarnation Lore. This Lore skill allows you to become aware of or recall your past exploits. When you increase your proficiency in Incarnation Lore, you remember more about your previous adventures. Certain heroic scion feats require you to attempt an Incarnation Lore check, such as when you attempt the @UUID[Compendium.pf2e.actionspf2e.Item.ZI4jRoVdz9YLtKlv]{Flash of Memory} activity granted you by this feat.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ImXaHm8KjL9lPfLT]{Avoid Fate's Gaze} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ImXaHm8KjL9lPfLT inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.VB1UK3KA5uZcxC05]{Internal Dialogue} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">fortune</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.VB1UK3KA5uZcxC05 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.zjizIGArUSdE7hx8]{I've Been Here Before} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">exploration</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.zjizIGArUSdE7hx8 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.lcsfw4H9U6KofFtG]{My Reputation Precedes Me} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.lcsfw4H9U6KofFtG inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.z74e0oQxRSiviC91]{Reincarnated Companion} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.z74e0oQxRSiviC91 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.kJ3d0aFkddkbsJ0k]{To Thine Own Self} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.kJ3d0aFkddkbsJ0k inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.7v6dG5QvXCmtm9FS]{Daunting Spell} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">concentrate</li><li class="tag traits">mythic</li><li class="tag traits">spellshape</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.7v6dG5QvXCmtm9FS inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.nxoSp0GDiQ288BJa]{Let Death be my Weapon} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.nxoSp0GDiQ288BJa inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IyWtJ1KSd6TTvfYQ]{Momentary Respite} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">healing</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.IyWtJ1KSd6TTvfYQ inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.SOXivCy3ko3jDewI]{Vigorous Victor} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.SOXivCy3ko3jDewI inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.lFNyIFWPPXpS0qRM]{On My Best Day} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.lFNyIFWPPXpS0qRM inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.QufAglrest3fr1iz]{Telling Blow} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">flourish</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.QufAglrest3fr1iz inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.vb8DsfARkJGWd0GT]{To Me!} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">auditory</li><li class="tag traits">emotion</li><li class="tag traits">mental</li><li class="tag traits">mythic</li><li class="tag traits">visual</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.vb8DsfARkJGWd0GT inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.kmoigPZgEsJ2jsmp]{Eternal Hero} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.kmoigPZgEsJ2jsmp inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>Regular people often quip about the eventful lives of legendary heroes with pithy witticisms such as "no good deed goes unpunished" or "no rest for the wicked." Whatever the source of such wisdom, these words could correctly describe the never-ending struggle between good and evil and the fight for survival in a world of monsters and nefarious plots. For the most heroic adventurers, peril begets peril and one crisis often gives way to the next.</p><p>Such is the nature of growing in power. The pool of similarly powerful figures becomes smaller, and the stakes for future conflicts grow higher. For many such adventurers, it's difficult to find peace, especially if a past rival resurfaces. Such foes might demand a reckoning with the same heroes who defeated them before, and even if those heroes have gone on to the afterlife, they still may return to do battle with old foes once again.</p><p>These sons and daughters of destiny, known as heroic scions, return whenever trouble arises. Whether they return from the beyond as a reincarnated soul in a newborn body destined for glory or manifest within the soul of a hero who happens to be in the right place at the right time, the end result for the heroic scion is the same—the sudden recollection of astounding deeds and great victories from a past life. Academics debate whether these individuals share a similar soul born to fight against serious threats or whether every great power gives rise to a karmic enemy. Possibly the explanation is much simpler—great heroes come forward to battle great evil, and history remembers the champions of both sides.</p><p>A heroic scion's purpose goes beyond mere revenge or simple misadventure. These fated figures possess a true destiny: to defeat an enemy capable of altering the course of mortal life or the cyclical frustration of an enduring adversary. Should a scion, or even a party of scions, achieves total victory over their quarry, the universe tends to provide a new enemy worthy of their might.</p><p>Scions come from every possible type of adventurer but share preternatural toughness as a common trait. While they return to life from death within a new body, they're never exactly the same as their previous incarnation. Full details of their past lives are initially fleeting, but as the heroic scion grows in power, their old memories surface as their potency increases. Some might seek out old companions or their spiritual successors, while others soldier on alone, a unique thorn in the side of their equally timeless adversary.</p><p>Along with the heroic scion's perseverance, they exhibit other gifts. Most possess a strong sense of self and are all but incorruptible in that regard. They remember the lessons of history's great battles, having taken part in many themselves. Likewise, they recall their defeats and humiliations, yet they don't dwell upon these in a negative way—instead seeking to learn from past mistakes so that when they're faced with similar situations in this new incarnation, they can bring the wisdom of one who has suffered before to solve the problem. After so many years of conflict, heroic scions master familiar tactics and terrains and become experts in dealing with their recurring enemies. A heroic scion may rest when their nemesis is defeated but always remembers their place when the villain returns.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>Choosing Your Hero</th></tr></thead><tbody><tr><td><p>The heroic scion gives a player the chance to play the reincarnated soul of a previous PC who has perished and moved on to the afterlife. The previous hero need not be mythic, nor even as high a level as the current PC, but the merging of their life into the form of the heroic scion catapults both into the higher stratum of mythic power.</p><p>Whether a player chooses a previous PC as their past life or selects another hero chosen from the world's history, the player gets to decide if their current character identifies as that past hero or simply recalls their previous adventures as they live their new life as a heroic scion. If the player has no prior PC to choose from, they can also select a dead heroic NPC ally or notable figure from a previous campaign. The player should work with the GM to determine who their past life was and then strive to flavor their mythic destiny feats so they echo their reincarnated soul more accurately from a narrative and flavor standpoint.</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.JbE823xBNt12IAD5]{Heroic Scion Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>Destiny calls, and the soul of a dead hero reincarnates to take up the fight! Either an old enemy resumes their efforts to affect chaos and violence, or a new threat arises and you feel compelled to stand against it. You've stood against evil before, and the time is nigh for you to do so once again.</p><p>When you select this mythic destiny, work with your GM to determine the best choice for which previous PC or NPC serves as the source of your reincarnation. For the Revenge of the Runelords Adventure Path in particular, any PC who played a role in the Rise of the Runelords, Shattered Star, or Return of the Runelords Adventure Paths makes for a perfect fit—as would any allied NPC who, in your previous campaign, perished before the end.</p><p>A heroic scion comes into the world when a nemesis from their old adventures returns. In the case of this campaign, the heroic scion's nemesis are the ancient runelords of Thassilon. In other campaigns, this nemesis can be a specific individual, a coterie of rivals, or an organization you're destined to oppose. You instinctively know when your nemesis is active in the world. This knowledge may begin as nightmares or a feeling of inevitable conflict but grows stronger and more specific as you contemplate further. You also know when this entity or group has been fully defeated and ceases to operate at all. You gain a +2 circumstance bonus to Perception checks to @UUID[Compendium.pf2e.actionspf2e.Item.BlAOM2X92SI6HMtJ]{Seek} or @UUID[Compendium.pf2e.actionspf2e.Item.1xRFPTFtWtGJ9ELw]{Sense Motive} whenever an ally or servant of your nemesis attempts to Lie to you, escape your notice, or Impersonate someone else.</p><p>Fate has deemed you incredibly hard to kill. You reduce the DC of recovery checks by 1.</p><p>Choose one skill that's not a Lore skill, based on the themes of your reincarnated heroic source. Your GM can help you determine a list of appropriate skills to choose from. When you employ an action using that skill, you may spend a Mythic Point to attempt the associated check at mythic proficiency.</p><p>Finally, you gain the @UUID[Compendium.pf2e.feats-srd.Item.BocFD2KV0qgUC76x]{Additional Lore} feat for a special Lore skill subcategory—Incarnation Lore. This Lore skill allows you to become aware of or recall your past exploits. When you increase your proficiency in Incarnation Lore, you remember more about your previous adventures. Certain heroic scion feats require you to attempt an Incarnation Lore check, such as when you attempt the @UUID[Compendium.pf2e.actionspf2e.Item.ZI4jRoVdz9YLtKlv]{Flash of Memory} activity granted you by this feat.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ImXaHm8KjL9lPfLT]{Avoid Fate's Gaze} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ImXaHm8KjL9lPfLT inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.VB1UK3KA5uZcxC05]{Internal Dialogue} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">fortune</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.VB1UK3KA5uZcxC05 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.zjizIGArUSdE7hx8]{I've Been Here Before} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">exploration</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.zjizIGArUSdE7hx8 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.lcsfw4H9U6KofFtG]{My Reputation Precedes Me} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.lcsfw4H9U6KofFtG inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.z74e0oQxRSiviC91]{Reincarnated Companion} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.z74e0oQxRSiviC91 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.kJ3d0aFkddkbsJ0k]{To Thine Own Self} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.kJ3d0aFkddkbsJ0k inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.7v6dG5QvXCmtm9FS]{Daunting Spell} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">concentrate</li><li class="tag traits">mythic</li><li class="tag traits">spellshape</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.7v6dG5QvXCmtm9FS inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.nxoSp0GDiQ288BJa]{Let Death be my Weapon} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.nxoSp0GDiQ288BJa inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.IyWtJ1KSd6TTvfYQ]{Momentary Respite} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">healing</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.IyWtJ1KSd6TTvfYQ inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.SOXivCy3ko3jDewI]{Vigorous Victor} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.SOXivCy3ko3jDewI inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.lFNyIFWPPXpS0qRM]{On My Best Day} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.lFNyIFWPPXpS0qRM inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.QufAglrest3fr1iz]{Telling Blow} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">flourish</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.QufAglrest3fr1iz inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.vb8DsfARkJGWd0GT]{To Me!} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">auditory</li><li class="tag traits">emotion</li><li class="tag traits">mental</li><li class="tag traits">mythic</li><li class="tag traits">visual</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.vb8DsfARkJGWd0GT inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.kmoigPZgEsJ2jsmp]{Eternal Hero} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.kmoigPZgEsJ2jsmp inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
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Heroic Scion (Rare)
Heroic Scion (Rare)
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<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>The absolute pursuit of personal power was almost universal among the runelords of ancient Thassilon. In their haste to stave off death, they created personal demiplanes, embraced undeath, fashioned powerful artifacts, and created foreboding strongholds in obscure branches of reality. Using all the magical might at their disposal, they sought to cement their legacies upon future generations, even after death. The spread of generational curses, the carving of visages into mountain peaks, the creation of faux faiths and secret societies that blurred the lines between cult and religion—all of these were pursued by the runelords in their goal of creating an eternal legacy.</p><p>To most, the simplest route to a lasting legacy is through family. By passing on a name, trade, or beliefs to descendants, a person's influence may carry on long after they're gone. This, of course, wouldn't do for most runelords. To them, family was a weakness—one that either enemies could exploit or that could lead to betrayal from one's own blood. Runelords who did have children often endeavored to sequester their offspring's minds and bodies as repositories for their own souls, while those with no progeny of their own sought magical creations, influence over abductees, and other more twisted methods to prolong their existence.</p><p>Such a mindset could only foster souls possessing an everlasting rage against death. And in the aftermath of several tumultuous events—particularly the recent awakenings of the runelords as well as the world-shaking Godsrain—many of these karmic seeds have begun to take root. The minds and souls of new runelords, along with the living descendants of ancient runelords, have been attacked by the souls of their grasping predecessors. Some of these scattered descendants and new adherents overcame the intrusions and lived their lives of their own, unaware of the supernatural doom hanging over their heads. For others, however, the supernatural incursions proved far more difficult to resist.</p><p>This was not a true reincarnation. The bitter souls of these long-dead wizards haven't been reborn into new bodies—the reward of a judged soul sent back to life.</p><p>Rather, those invaded by an avenging runelord's soul must constantly fight for control of their fate. Over time, they may experience flashbacks and déjà vu, uncovering the hidden identity within their bodies. As this influence grows, so to do bitter memories of rivalries with the Runelord Xanderghul or those like him.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>A Previous Life</th></tr></thead><tbody><tr><td><p>As an avenging runelord, a character isn't actually a reincarnated runelord (a PC seeking to play a reincarnated character should instead consider the heroic scion destiny on page 76). They remain their own person, yet their memories and dreams are influenced by the long-dead soul with whom their destiny has become entangled. They might claim to be the reincarnated runelord, or they might deny this influence or even not truly know whose soul has infected their own. When a PC chooses this mythic destiny, they should work with the GM to determine which of the dozens of previous runelords have infected them, choosing from those many runelords who have died and do not live on as undead to this very day. The GM can suggest a runelord whose legacy might be encountered at some point in this Adventure Path as a risen runelord or might leave the identity secret and encourage the player to lean into themes of envy, gluttony, greed, sloth, or wrath (noting that no runelord of lust or pride has yet died, and as such, cannot be used to create avenging runelords).</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.Af7vcTToxetHThj4]{Avenging Runelord Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>The call of a long dead runelord has infected your soul and transformed your fate. Choose one of the following sins: envy, gluttony, greed, sloth, or wrath. You become trained in Arcana. If you are already trained in Arcana, you become trained in the skill of your choice. At 14th level, you gain expert proficiency in Arcana. At 16th level, if you gain master proficiency in Arcana.</p><p>You have familiarity with common weapons in the polearm and spear weapon groups—for the purposes of proficiency, you treat any of these that are martial weapons as common weapons. When your proficiency for simple weapons and any that are advanced weapons as martial weapons. You learn the Thassilonian language.</p><p>You gain the ability to cast an arcane spell as an innate spell. This spell must be chosen from the following list: darkvision, mystic armor, runic body, runic weapon, see the unseen, sending, or truesight; alternatively, you can choose any spell of 6th rank or lower from the sin spells listed for your chosen sin. You can cast this spell as an arcane innate spell once per day. The spell is automatically heightened to a spell rank equal to half your level rounded up. Use mythic proficiency to determine any attack rolls or spell DCs.</p><p>Your obsession with revenge allows you to reflexively lash out at those who harm you with blasts of arcane magic. You gain the @UUID[Compendium.pf2e.actionspf2e.Item.rPefHA2zqmUvGXQ7]{Runelord's Response} reaction.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.UTgVD8LwSjFVMlqc]{Expanded Runelord Magic} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.UTgVD8LwSjFVMlqc inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.HKGO65wfxlBnobHN]{Reliable Magic} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.HKGO65wfxlBnobHN inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.OZmR9ZSAZyPoJuDj]{Shining Runes} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.OZmR9ZSAZyPoJuDj inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.0eo9ESm9Rmd2ndQ6]{Willing Runes} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.0eo9ESm9Rmd2ndQ6 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ABobcAdaA8p1nHRV]{Writhing Runelord Weapon} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">arcane</li><li class="tag traits">flourish</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ABobcAdaA8p1nHRV inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.S817U6nx0ayhM5Rn]{Autonomous Arms} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.S817U6nx0ayhM5Rn inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.KYmr5eXZinLPevhm]{Subjugation} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">concentrate</li><li class="tag traits">incapacitation</li><li class="tag traits">mental</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.KYmr5eXZinLPevhm inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.pDkIUYQh5GGW50r3]{Vindictive Thoughts} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">arcane</li><li class="tag traits">mental</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.pDkIUYQh5GGW50r3 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.JL8t7JFnv1xygVrU]{Advanced Runelord Magic} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.JL8t7JFnv1xygVrU inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ghiZ4DhdmHlBAeU0]{Apocalyptic Visions} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">arcane</li><li class="tag traits">mental</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ghiZ4DhdmHlBAeU0 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.gbBUxaWSD4nA9X7d]{Craft Runewell} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.gbBUxaWSD4nA9X7d inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
<ul class="tags paizo-style"><li class="tag rarity rare">Rare</li></ul><p>The absolute pursuit of personal power was almost universal among the runelords of ancient Thassilon. In their haste to stave off death, they created personal demiplanes, embraced undeath, fashioned powerful artifacts, and created foreboding strongholds in obscure branches of reality. Using all the magical might at their disposal, they sought to cement their legacies upon future generations, even after death. The spread of generational curses, the carving of visages into mountain peaks, the creation of faux faiths and secret societies that blurred the lines between cult and religion—all of these were pursued by the runelords in their goal of creating an eternal legacy.</p><p>To most, the simplest route to a lasting legacy is through family. By passing on a name, trade, or beliefs to descendants, a person's influence may carry on long after they're gone. This, of course, wouldn't do for most runelords. To them, family was a weakness—one that either enemies could exploit or that could lead to betrayal from one's own blood. Runelords who did have children often endeavored to sequester their offspring's minds and bodies as repositories for their own souls, while those with no progeny of their own sought magical creations, influence over abductees, and other more twisted methods to prolong their existence.</p><p>Such a mindset could only foster souls possessing an everlasting rage against death. And in the aftermath of several tumultuous events—particularly the recent awakenings of the runelords as well as the world-shaking Godsrain—many of these karmic seeds have begun to take root. The minds and souls of new runelords, along with the living descendants of ancient runelords, have been attacked by the souls of their grasping predecessors. Some of these scattered descendants and new adherents overcame the intrusions and lived their lives of their own, unaware of the supernatural doom hanging over their heads. For others, however, the supernatural incursions proved far more difficult to resist.</p><p>This was not a true reincarnation. The bitter souls of these long-dead wizards haven't been reborn into new bodies—the reward of a judged soul sent back to life.</p><p>Rather, those invaded by an avenging runelord's soul must constantly fight for control of their fate. Over time, they may experience flashbacks and déjà vu, uncovering the hidden identity within their bodies. As this influence grows, so to do bitter memories of rivalries with the Runelord Xanderghul or those like him.</p><table border="1" class="pf2e"><thead><tr style="text-align:right"><th>A Previous Life</th></tr></thead><tbody><tr><td><p>As an avenging runelord, a character isn't actually a reincarnated runelord (a PC seeking to play a reincarnated character should instead consider the heroic scion destiny on page 76). They remain their own person, yet their memories and dreams are influenced by the long-dead soul with whom their destiny has become entangled. They might claim to be the reincarnated runelord, or they might deny this influence or even not truly know whose soul has infected their own. When a PC chooses this mythic destiny, they should work with the GM to determine which of the dozens of previous runelords have infected them, choosing from those many runelords who have died and do not live on as undead to this very day. The GM can suggest a runelord whose legacy might be encountered at some point in this Adventure Path as a risen runelord or might leave the identity secret and encourage the player to lean into themes of envy, gluttony, greed, sloth, or wrath (noting that no runelord of lust or pride has yet died, and as such, cannot be used to create avenging runelords).</p></td></tr></tbody></table><h2>@UUID[Compendium.pf2e.feats-srd.Item.Af7vcTToxetHThj4]{Avenging Runelord Dedication} <span style="float:right">Feat 12</span></h2><ul class="tags paizo-style"><li class="tag rarity rare">Rare</li><li class="tag traits">destiny</li><li class="tag traits">mythic</li></ul><p><strong>Prerequisites</strong></p><hr /><p>The call of a long dead runelord has infected your soul and transformed your fate. Choose one of the following sins: envy, gluttony, greed, sloth, or wrath. You become trained in Arcana. If you are already trained in Arcana, you become trained in the skill of your choice. At 14th level, you gain expert proficiency in Arcana. At 16th level, if you gain master proficiency in Arcana.</p><p>You have familiarity with common weapons in the polearm and spear weapon groups—for the purposes of proficiency, you treat any of these that are martial weapons as common weapons. When your proficiency for simple weapons and any that are advanced weapons as martial weapons. You learn the Thassilonian language.</p><p>You gain the ability to cast an arcane spell as an innate spell. This spell must be chosen from the following list: darkvision, mystic armor, runic body, runic weapon, see the unseen, sending, or truesight; alternatively, you can choose any spell of 6th rank or lower from the sin spells listed for your chosen sin. You can cast this spell as an arcane innate spell once per day. The spell is automatically heightened to a spell rank equal to half your level rounded up. Use mythic proficiency to determine any attack rolls or spell DCs.</p><p>Your obsession with revenge allows you to reflexively lash out at those who harm you with blasts of arcane magic. You gain the @UUID[Compendium.pf2e.actionspf2e.Item.rPefHA2zqmUvGXQ7]{Runelord's Response} reaction.</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.UTgVD8LwSjFVMlqc]{Expanded Runelord Magic} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.UTgVD8LwSjFVMlqc inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.HKGO65wfxlBnobHN]{Reliable Magic} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.HKGO65wfxlBnobHN inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.OZmR9ZSAZyPoJuDj]{Shining Runes} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.OZmR9ZSAZyPoJuDj inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.0eo9ESm9Rmd2ndQ6]{Willing Runes} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.0eo9ESm9Rmd2ndQ6 inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ABobcAdaA8p1nHRV]{Writhing Runelord Weapon} <span style="float:right">Feat 14</span></h2><ul class="tags paizo-style"><li class="tag traits">arcane</li><li class="tag traits">flourish</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ABobcAdaA8p1nHRV inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.S817U6nx0ayhM5Rn]{Autonomous Arms} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.S817U6nx0ayhM5Rn inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.KYmr5eXZinLPevhm]{Subjugation} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">concentrate</li><li class="tag traits">incapacitation</li><li class="tag traits">mental</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.KYmr5eXZinLPevhm inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.pDkIUYQh5GGW50r3]{Vindictive Thoughts} <span style="float:right">Feat 16</span></h2><ul class="tags paizo-style"><li class="tag traits">arcane</li><li class="tag traits">mental</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.pDkIUYQh5GGW50r3 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.JL8t7JFnv1xygVrU]{Advanced Runelord Magic} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.JL8t7JFnv1xygVrU inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.ghiZ4DhdmHlBAeU0]{Apocalyptic Visions} <span style="float:right">Feat 18</span></h2><ul class="tags paizo-style"><li class="tag traits">arcane</li><li class="tag traits">mental</li><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.ghiZ4DhdmHlBAeU0 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.gbBUxaWSD4nA9X7d]{Craft Runewell} <span style="float:right">Feat 20</span></h2><ul class="tags paizo-style"><li class="tag traits">mythic</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.gbBUxaWSD4nA9X7d inline]</p><p><span style="float:right"><em>Source: Pathfinder #219: Lord of the Trinity Star</em></span></p><p></p>
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Avenging Runelord (Rare)
Avenging Runelord (Rare)
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<ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li></ul><p>In Belkzen, an important part of a storyteller's arsenal is body art—anything from depictions of past events to illustrate a legend to gruesome scars that prove the bearer faced real danger and survived. Belkzen orcs with extensive body art and scars are often dubbed historians for the stories they carry. The greatest of them can unlock these stories' intrinsic magic to perform supernatural feats. A tattooed historian commands respect and reverence, often allowing them to travel safely among Belkzen's holds.</p><p>This archetype represents the Belkzen version of a tattooed historian; other cultures might have developed variations of this tradition with different prerequisites.</p><h2>@UUID[Compendium.pf2e.feats-srd.Item.oKjyD46NmkKx1OvO]{Tattooed Historian Dedication} <span style="float:right">Feat 2</span></h2><ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li><li class="tag traits">archetype</li><li class="tag traits">dedication</li></ul><p><strong>Prerequisites</strong> Constitution +1, trained in Belkzen Lore, Orc Lore, Orc Pantheon Lore, or (at the GM's discretion) a related Lore skill</p><hr /><p>You become trained in Diplomacy or Performance; if you are already trained in both skills, you instead become trained in a skill of your choice. You gain access to all uncommon magical tattoos with the orc trait.</p><p>You gain a @UUID[Compendium.pf2e.equipment-srd.Item.OOcgMpqQzk22n6rl]{Storied Skin} for free upon gaining this feat (or another magical tattoo of 2nd level or lower if you already have storied skin). You cannot have more than one storied skin tattoo, but the frequency of its Living History ability increases by one use per minute for every three tattooed historian feats you have. For every two tattooed historian feats you have, you can invest one magical tattoo that does not count against the maximum number of items you can have invested at one time.</p><p><span style="float:right"><em>Source: Pathfinder #207: The Resurrection Flood</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.tUAFOayp0DAaJDq4]{Agent of all Holds} <span style="float:right">Feat 2</span></h2><ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li><li class="tag traits">archetype</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.tUAFOayp0DAaJDq4 inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #207: The Resurrection Flood</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.m2A7S4BjZg94WPyr]{Inked Panoply} <span style="float:right">Feat 4</span></h2><ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li><li class="tag traits">archetype</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.m2A7S4BjZg94WPyr inline hr=false]</p><p><span style="float:right"><em>Source: Pathfinder #207: The Resurrection Flood</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.DaRfJsWAivah3a07]{Infused with Belkzen's Might} <span style="float:right">Feat 6</span></h2><ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li><li class="tag traits">archetype</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.DaRfJsWAivah3a07 inline]</p><p><span style="float:right"><em>Source: Pathfinder #207: The Resurrection Flood</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.SIsEvELAKfjZxDwx]{Inscribed with Elders' Deeds} <span style="float:right">Feat 6</span></h2><ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li><li class="tag traits">archetype</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.SIsEvELAKfjZxDwx inline]</p><p><span style="float:right"><em>Source: Pathfinder #207: The Resurrection Flood</em></span></p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.Item.AYHhuLIDtIEewfRf]{Wrath of the Hold} <span style="float:right">Feat 8</span></h2><ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li><li class="tag traits">archetype</li><li class="tag traits">occult</li></ul><p>@Embed[Compendium.pf2e.feats-srd.Item.AYHhuLIDtIEewfRf inline]</p><p><span style="float:right"><em>Source: Pathfinder #207: The Resurrection Flood</em></span></p>
<ul class="tags paizo-style"><li class="tag rarity uncommon">Uncommon</li></ul><p>In Belkzen, an important part of a storyteller's arsenal is body art—anything from depictions of past events to illustrate a legend to gruesome scars that prove the bearer faced real danger and survived. Belkzen orcs with extensive body art and scars are often dubbed historians for the stories they carry. The greatest of them can unlock these stories' intrinsic magic to perform supernatural feats. A tattooed historian commands respect and reverence, often allowing them to travel safely among Belkzen's holds.</p><p>This archetype represents the Belkzen version of a tattooed historian; other cultures might have developed variations of this tradition with different prerequisites.</p><
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en-US/pf2e.journals.json” file was changed. 2 weeks ago