{
   "customPackID":"4142f2a8-6e8c-4a38-bcd5-482493f4ef65",
   "customPackName":"Archetypes+ 1.0.2.2 (Terraism Edits)",
   "listCustomFeats":[
      {
         "id":"c5ed0b5c-ae76-4ab0-a20e-99bb7744426e",
         "name":"Abstracted Truth",
         "level":7,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7"
         ],
         "textDescription":"<b>Prerequisites</b> Wandering Spider Dedication, trained in Deception, master in Occultism<hr>You know how to speak vaguely enough of your experiences even the keenest wits have trouble telling truth from fiction, like a half-remembered dream. You can use Occultism to Lie. In addition, creatures that are fatigued take a –2 status penalty to their Perception checks to Sense your Motive and to their Perception DC against your attempts to Lie.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Occultism":6,
            "Deception":2
         },
         "databaseID":1,
         "timestamp":"1774623871627"
      },
      {
         "id":"99974845-84a5-43e9-ad3d-addb239b2b59",
         "name":"Accelerated Triage",
         "level":8,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication",
            "ARCHETYPE_MEDIC_Doctor's Visitation"
         ],
         "textDescription":"<b>Prerequisites</b> Doctor’s Visitation<br><b>Frequency</b> once per 10 minutes<hr>You know that in the medical field, haste can mean life or death. If your next action is to use Doctor’s Visitation, you gain your choice of either a +10 foot circumstance bonus to Speed for any movement made as part of Doctor’s Visitation or a +1 circumstance bonus to Medicine checks made as part of Doctor’s Visitation.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871628"
      },
      {
         "id":"63af97dd-ddd5-492b-a1d7-90c484e194fd",
         "name":"Actualize Arsenal",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "8977ec8e-dd63-49b5-8677-55b7491c53f3"
         ],
         "textDescription":"<b>Prerequisites</b> Arsenalize Scroll<br><b>Requirements</b> You are holding a scroll you turned into a weapon with Arsenalize Scroll.<hr>You use the magic within your scroll to lash out at your foes with magical prowess. Use Trick Magic Item on the required scroll, then make a Strike with it. If you successfully Trick the required scroll, it becomes a +1 striking weapon for 1 round, including for the Strike made as part of this action. If the spell on the scroll is 4th level or higher, it is instead a +2 striking weapon and lasts for 2 rounds, or +2 greater striking and lasts for 3 rounds if the spell on the scroll is 6th level or higher, or +3 greater striking and lasts for 4 rounds if the spell on the scroll is 8th level or higher.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871629"
      },
      {
         "id":"4acc79e8-4117-4850-bd2e-1da8e2ee6ad3",
         "name":"Adept Leader",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "GENERAL_Untrained Improvisation"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication, Untrained Improvisation<hr>Leading comes naturally to you. You are considered to be an expert for the purposes of the Follow the Expert activity, even if you are untrained in the chosen skill and you provide a +2 circumstance bonus to your ally’s checks even though you are not an expert.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871630"
      },
      {
         "id":"e8134e06-b273-4b8d-afb9-31f9f52c57b1",
         "name":"Adroit Aerobatics",
         "level":6,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication, trained in Acrobatics<br><b>Requirements</b> You have the sky terrain attunement benefit.<hr>You move through the air with an unexpected grace. You Fly 20 feet. You can attempt to Tumble Through as part of this movement and you treat enemy squares as normal terrain instead of difficult terrain for your Tumble Through.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Acrobatics":2
         },
         "databaseID":1,
         "timestamp":"1774623871631"
      },
      {
         "id":"6b51e69d-9356-4a4d-bcc5-568e3ed7f57e",
         "name":"Advanced Clownery",
         "level":8,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>You have come quite a way in your journey of mirth, learning the secrets of the business and accomplishing the incredible. You gain an ability based on your style.<br><b>Masked</b> Your daring acrobatics open up your foes to deadly attacks! When you Strike an enemy fascinated by your Perform, you deal an additional 1d6 precision damage. You can choose to end the fascinated condition at the end of your Strike to increase your precision damage to 2d6, but you must declare you are doing so before making your Strike.<br><b>Mirthful</b> Your mastery of comedy leaves your opponents completely disarmed. Creatures stupefied by your Perform cannot use reactions. The stupefied condition caused by your clown training requires 2 actions to be removed instead of 1.<br><b>Miserable</b> Oh, how could things possibly get worse..! You gain resistance equal to your level against mental damage and when a creature fascinated by you takes mental damage, you gain temporary Hit Points equal to the damage dealt that last for 1 minute. The mental damage caused by your clown training requires 2 actions to be prevented instead of 1.<br><b>Monochromatic</b> (illusion, mental) Invisible walls box your opponents in. You can Grapple a creature fascinated by your Perform using an invisible restraint. When you Grapple in this way, you can do so from 15 feet and you use your Performance instead of Athletics for your check but your target can choose to use their Will DC instead of their Fortitude DC for your check. If you get a critical failure on this Grapple, you fall prone instead of the normal critical failure effect. Any creature that attempts to Escape this Grapple or uses the Seek action to examine your restraint can attempt to disbelieve your illusion. Once a creature has disbelieved your illusion, you cannot Grapple it in this way for 1 day. A creature is no longer grabbed by you if they lose the fascinated condition from your Perform.<br><b>Motley</b> Your advice may be cutting, but it is usually exactly right. You can sit an ally down and have a surprisingly wise conversation with them as a 10 minute activity and making a standard DC of your level Performance check. If you succeed, once during the next 10 minutes that ally can reroll a Will save or skill check using the new result even if it is worse. This is a fortune effect. Once the ally uses this reroll, they are immune to this effect for 24 hours.<br><b>Murderous</b> With almost horrific determination, you refuse to die. You gain the Die Hard general feat. If you would be reduced to 0 Hit Points but not immediately killed by an enemy fascinated by your Perform, you can spend your reaction to end the fascinated condition early to avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. When you use this reaction, you can also choose to fall prone and Create a Diversion by appearing dead or unconscious using your Performance instead of Deception for your check.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871632",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f",
               "int0":1,
               "reference":"1792229d-79f7-4a07-8bf3-3d7b70f1a247"
            }
         ]
      },
      {
         "id":"b35d621e-d5a0-4d28-94a3-3e022f0b3695",
         "name":"Advanced Ikonothurge",
         "level":10,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication<hr>Your skill with a paintbrush or pen allows you to delve even deeper into the magic of the creation domain through sparks of inspiration and finely honed skill. You obtain the advanced domain spell from the creation domain; <i>artistic flourish</i>. Additionally, Increase the number of Focus Points in your focus pool by 1.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871633",
         "listCustomEffects":[
            {
               "proficiencyName":"Artistic Flourish",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "id":"8a6411fb-fc6a-4727-925b-c7bfc81ab676",
         "name":"Advanced Procedure",
         "level":12,
         "selectable":5,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication, master in the appropriate skill<hr>You have learned how to operate with impunity, but that took practice. You’ve honed your procedures to the point where they’re an integral process after each successful endeavor. When you first select this feat you choose a procedure.<br><b>Special</b> You can select this feat multiple times, selecting a new procedure each time.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871633",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
               "int0":1,
               "reference":"835cac67-a688-4e2c-a48a-45647d9b843e"
            }
         ]
      },
      {
         "id":"994f707f-cde8-464f-929c-d87f3ca36737",
         "name":"Advanced Soul Spell",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication",
            "07abddf4-05a6-4a7b-9894-d4886402adc4"
         ],
         "textDescription":"<b>Prerequisites</b> Soulspell<hr>Your connection to your soulforged armament has further bolstered your connection to the divine. You gain the <i>ectoplasmic interstice</i> domain spell.You increase the number of focus points in your focus pool by 1. You become an expert in divine spell attack rolls and DCs.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871634",
         "listCustomEffects":[
            {
               "proficiencyName":"Ectoplasmic Interstice",
               "effectType":10,
               "bonusAmount":1
            },
            {
               "effectType":13,
               "string0":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
               "int0":1
            }
         ]
      },
      {
         "id":"ee03e537-c46e-49af-ac3e-34d81845b550",
         "name":"Aggressive Block",
         "level":4,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "GENERAL_Shield Block"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<br><b>Trigger</b> You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.<hr>You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become flat-footed instead of being moved.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871634"
      },
      {
         "id":"1f4567a2-70ba-4109-b580-b92686e9640b",
         "name":"All the Time in the World",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<hr>Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as Recall Knowledge, Seek, and Devise a Stratagem, and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side). When the duration elapses, time resumes its normal flow.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871635"
      },
      {
         "id":"4607f6b5-05eb-40c1-ae88-e2dac264c405",
         "name":"All the Time in the World",
         "level":20,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Time Mage Dedication<hr>Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as Recall Knowledge, Seek, and Devise a Stratagem, and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side). When the duration elapses, time resumes its normal flow.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871635"
      },
      {
         "id":"92e05116-acc3-409e-9b17-2fe12fd54572",
         "name":"Amalgamated Construct",
         "level":20,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "ARCHETYPE_SCROUNGER_High-Quality Scrounger"
         ],
         "textDescription":"<b>Prerequisites</b> High-Quality Scrounger<br><b>Frequency</b> once per day<hr>Requirements You have at least one temporary weapon and armor created and on your person.<br>You pull your materials from every corner of your inventory, stacking them with your weapons and armor to create a powerful ally from your temporary items and raw materials. You produce the effects of a 10th-level <i>summon construct</i> from your raw materials and the required items, except you do not need to Sustain the Spell each turn. Instead, each turn after the first your summoned construct gains 2 actions it can spend during your turn. At the end of your turn, it attempts a DC 11 flat check to remain stable, becoming destroyed on a failure and immediately ending this effect.<br><br>You can recover material from a destroyed Amalgamated Construct by spending 1 minute picking up all of the items provided they would be easily recoverable (subject to GM discretion).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871636"
      },
      {
         "id":"40ed99e2-1ced-45be-a34e-1c57cfd74720",
         "name":"Ammo Harvester",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Beast Gunner Dedication<hr>You have learned how to create the unique ammunition your beast gun requires by harvesting parts from defeated foes and utilizing basic spellcraft to shape them into bullets. By spending 1 hour in a ritual involving your bonded beast gun, you choose the corpse of a corporeal creature that has died in the past day and roll a Nature check against a standard DC of your level.<br><br><b>Critical Success</b> You create a set of 10 ammunition for your beast gun.<br><b>Success</b> You create a set of 5 ammunition for your beast gun<br><b>Failure</b> You fail to create ammunition for your beast gun",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871636"
      },
      {
         "id":"653020e3-a202-4797-aa6d-ee8e89e1a979",
         "name":"Antagonize",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<hr>Your taunts and threats earn your foes ire. When you successfully Demoralize a creature, its frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871637"
      },
      {
         "id":"dffcfaec-25fc-4282-a85e-6b4ccc36c9bb",
         "name":"Armored Inscriptions",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication, trained in light armor<hr>You have developed a style of wearing scroll robes over lightweight armor to make the most of both. You can wear scroll robes and light armor at the same time, taking twice the time that it takes to don light armor to don them both. When you do, you use the light armor’s statistics and your proficiency in light armor, and can use the inscribed trait of the scroll robes. Any runes on the scroll robes are suppressed when you don them with light armor.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Light Armor":2
         },
         "databaseID":1,
         "timestamp":"1774623871638"
      },
      {
         "id":"d0f82d1c-329d-42ff-a753-9f7b5cd9adb0",
         "name":"Armored Medkit",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication",
            "GENERAL_Shield Block"
         ],
         "textDescription":"<b>Prerequisites</b> Medic Dedication, Shield Block<hr>You are skilled at both protecting and healing. When you perform your daily preparations, you can choose one set of healer’s tools and one shield of 1 Bulk or less in your possession and combine them into an armored medkit until you next perform your daily preparations. This armored medkit functions as both the chosen shield and as healer’s tools, allowing you to use actions that require you to be holding healer’s tools without a free hand so long as one of your hands holds the armored medkit.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871638"
      },
      {
         "id":"8977ec8e-dd63-49b5-8677-55b7491c53f3",
         "name":"Arsenalize Scroll",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication<hr>You fold, roll, and strengthen your scrolls to make weapons out of vellum and word. You can take ten minutes to arsenalize a scroll, turning it into your choice of a dagger or a mace with the inscribed trait, inscribed with the scroll it was made of. Because it is made of a scroll, the entire item is consumed when you Cast a Spell from the scroll inscribed on it. You can have a maximum number of scrolls arsenalized in this way equal to the number of feats you have from the Scroll Trickster archetype.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871639"
      },
      {
         "id":"15d45acc-38d7-4ece-98ba-9254abc37284",
         "name":"Ascendant of the Inner Sphere",
         "level":20,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication<br><b>Frequency</b> once per day<hr>Calling upon the power of the elemental planes, you harness all the elements in tandem, their power coursing through you as you become a veritable master of the elements. You remain in a heightened state of elemental power for 3 rounds or until you fall unconscious, whichever comes first. While under the effect of Ascendant of the Inner Sphere, the following effects occur.<br><ul><li>When you cast a damaging spell with an elemental trait, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using spells from the elemental spell list.</li><li>You are considered attuned to all elements in your elemental philosophy, and your resistance against damage dealt by effects with the traits associated with your elemental philosophy is equal to your level instead of half your level.</li><li>You become quickened. You can use your extra action only for metamagic actions you gained from the elementalist archetype. On the round you activate Ascendant of the Inner Sphere, you can use a metamagic action gained from the elementalist archetype as a free action.</li></ul>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871639"
      },
      {
         "id":"8bf6988e-a930-4740-9463-84123498b466",
         "name":"Assassin's Network",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication",
            "GENERAL_Criminal Connections"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication, Criminal Connections, master in Society<hr>You are connected to a network of assassins, because after all, it’s important to make allies when in your line of work. When you are in a settlement, you can spend 1 day of downtime to make contact with your assassin’s network. For as long as you remain in the settlement after you made contact, you can make simple Requests to your network such as purchasing basic equipment with your funds or finding a room at an inn. These Requests remain private and are not disclosed to anyone outside your network unless they succeed at a Gather Information check against your Society DC.<br><br>In addition, once per day you can attempt to make a Request to purchase illegal or uncommon items that your network would have access to, such as deadly poisons or forged credentials, by making a Society check against a standard DC of your level. You can make a series of asks in one Request, but each additional item or service increases the DC of the check by 2. If you critically fail a Request to obtain illegal or uncommon goods or services, the local authorities become aware of these actions (subject to GM discretion).",
         "traits":"Uncommon, Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Society":6
         },
         "databaseID":1,
         "timestamp":"1774623871640"
      },
      {
         "id":"c43b91ae-3fc8-419b-a28b-1c0af39d4818",
         "name":"Assisted Practice",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Medic Dedication, a minion with the mount ability (such as an animal companion or a construct companion)<br><b>Requirements</b> You are riding the required minion.<hr>Your companion brings you to the scene of battle to treat your patients. You spend a number of actions to Command your mount with the following effects.<br>1a Your mount Strides up to half its Speed and uses Support. Then you can immediately use Battle Medicine or Treat Poison on a creature adjacent to your mount.<br>2a Your mount Strides up to half its Speed and uses Support. Then you can immediately Administer First Aid on a creature adjacent to your mount.<br><br><b>Special</b> If you have Treat Condition, you can Treat a Condition instead of Administer First Aid if you spend 2 actions to Command your mount.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871640"
      },
      {
         "id":"c3f8af2b-0687-492c-8812-2e5b1d3d5421",
         "name":"Balloonomancy",
         "level":16,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78",
            "6f296b2a-8cd8-4dd2-a89c-365c79284d5c"
         ],
         "textDescription":"<b>Prerequisites</b> Create Balloon Animal<hr>Your skill with balloons is impossible. When you Create a Balloon Animal, you can use any summon spell of half your level rounded up instead of summon animal with the same effects to your creature.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871641"
      },
      {
         "id":"10480ac6-2255-4dde-a7a2-374c8745f30a",
         "name":"Battle Assessment",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day.<br><br><b>Critical Success</b> The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. If the event of a tie, the GM should pick one at random.<br><b>Success</b> The GM chooses one piece of information from the above list to tell you about the enemy.<br><b>Critical Failure</b> The GM gives you false information (the GM makes up the information).",
         "traits":"Archetype, Secret, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871641"
      },
      {
         "id":"bc84dc45-b211-42bc-870d-3da7bdd5ba26",
         "name":"Beast Sheller",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per round<br><b>Prerequisites</b> Basic Beast Gunner Casting<hr>During your daily preparations, when you would prepare a spell in one of your beast gunner spell slots, you can instead choose to prepare a spellshell. A spellshell is a special type of spell that can only be used to Cast a Spell as part of a Spellsling with your beast gun. When you Spellsling with a spellshell, the weapon can be fired even if it was not loaded, as the ammunition is provided as part of the Cast a Spell activity and your ammunition gains the arcane or primal trait depending on your casting tradition, making them magical. If the weapon was already loaded, you instead infuse the spellshell to the ammunition inside your weapon.",
         "traits":"Archetype, Flourish, Magical, Transmutation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871642"
      },
      {
         "id":"716b953b-6461-4100-936b-365ce27ad4fc",
         "name":"Beastbond Transformation",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Beast Gunner Dedication<hr>Drawing upon the echoes of your bonded gun’s past life, you fuse together with it to become something greater. You gain a spell slot of the highest level that you can cast that can only cast your beastbond spell. Your beastbond spell is one spell of your choice that most closely matches the creature your beast gun is made from that grants you a battle form such as <i>dragon form</i> or <i>monstrosity form</i>, you make this choice whenever you bond yourself to a beast gun. When you cast this spell from this slot, you use your own AC and attack modifier in place of the battle form’s and you can make Spellsling actions with the unarmed attacks granted by your battle form instead of your beast gun.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871642"
      },
      {
         "id":"20b79ffe-3a73-4250-8465-3f03fb7b6952",
         "name":"Berserk Frenzy",
         "level":10,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, Rage<br><b>Frequency</b> once per hour<br><b>Trigger</b> Your turn begins<hr>You enter a trancelike state, nearing the biological limits of strength at the expense of exhausting your muscles. You become quickened for 3 rounds, and can only use the extra action to Strike. If you use this extra action, you become enfeebled 1, or increase your enfeebled value by 1 if you were already enfeebled. This enfeebled condition lasts until you spend 10 minutes resting and cannot be removed in any other way. If you do not use your quickened action, your Berzerk Frenzy immediately ends.",
         "traits":"Archetype, Rage, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871642"
      },
      {
         "id":"9ebf6337-0ec3-4d6e-84c8-fb64bb1b5e3b",
         "name":"Berserk Numbness",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, Rage<hr>While going berzerk, all pain is lessened. While you are Raging, you gain resistance to piercing and slashing damage equal to half your level, rounded down. If you already have a resistance from a barbarian instinct, you can suppress your resistances granted from that instinct during your rage to instead use these resistances for the duration.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871643"
      },
      {
         "id":"8384c726-2731-453c-ae37-c0e94a5d6b10",
         "name":"Berserk Rage",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, trained in Intimidation<hr>Vikings can occasionally enter a state of uncontrolled fury, where they “go berzerk”. You gain the Rage action.<br><br><b>Special</b> This feat counts as the Barbarian Dedication for the purposes of the Basic Fury and Advanced Fury barbarian archetype feats and they count as feats of the Viking Archetype. For the purposes of feats that would require an instinct, you have the fury instinct.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774623871643",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"ARCHETYPE_Barbarian Dedication",
               "reference":"9cde800e-6525-456f-bebf-391e833b3e15"
            }
         ]
      },
      {
         "id":"4e782bad-3d3b-4859-9a37-31ed2645b3a9",
         "name":"Berserker Sprint",
         "level":12,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, Rage<hr>You enter a dead sprint. Stride thrice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You gain physical resistance equal to half your level during these Strides and if you would be reduced to 0 Hit Points during these Strides you instead remain at 1 Hit Point and increase your wounded value by 1. If you took damage during these Strides, you deal an additional die of damage with your Strike.",
         "traits":"Archetype, Rage, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871643"
      },
      {
         "id":"9ec8e86a-5e1e-45f6-89a6-367041bb967f",
         "name":"Berserker's Warcry",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "GENERAL_Battle Cry"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, Battle Cry, legendary in Intimidation<hr>The cry of a berzerker can rattle hardened veterans and end a battle before it begins. When you attempt to Demoralize as initiative is rolled, you can Demoralize all foes within 30 feet. You roll once, comparing the result of your roll to each enemy's Will DC. If you critically succeed your Demoralize against an enemy, they also gain the fleeing condition for 1 round.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":8
         },
         "databaseID":1,
         "timestamp":"1774623871644"
      },
      {
         "id":"880359b7-147d-4a62-9dd5-f1743eeea7ea",
         "name":"Besmara's Blessings",
         "level":10,
         "reqFeats":[
            "8931f7b7-e45b-47a8-99cf-f2a5630e0b87"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, expert in Religion or Society<hr>While not every pirate may consider them a member of Besmara’s faithful, any pirate worth their salt knows you’d be a fool to not show her respect. You learn the <i>Besmara’s blessing</i> ritual. If you are legendary in Religion or Society, you also learn the <i>control weather</i> ritual.",
         "traits":"Archetype, Magical, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Religion||Society":4
         },
         "databaseID":1,
         "timestamp":"1774623871644"
      },
      {
         "id":"6baf3ef3-d3b7-4207-ab4a-0bb961fd5c03",
         "name":"Beyond Traditions",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_Wellspring Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Wellspring Mage Dedication<hr>The wellspring erodes the walls between traditions, allowing the impossible to become true. Select one spell per spell level you can cast from your opposite spell tradition; the spell list which shares no essences in common with yours and add them to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. These spells must be cast from slots you gained from a wellspring surge.<br><ul><li>Occult/Primal</li><li>Arcane/Divine</li></ul>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871644"
      },
      {
         "id":"310946aa-2f1c-4f22-9760-78a901772089",
         "name":"Black Powder Blaze+",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication",
            "ARCHETYPE_BULLET_DANCER_Black Powder Boost"
         ],
         "textDescription":"<b>Prerequisites</b> Black Powder Boost<br><b>Requirements</b> You're wielding a loaded firearm.<hr>You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. Stride and use Black Powder Boost. Make a ranged Strike with the required weapon at any point during the Black Powder Boost.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871645"
      },
      {
         "id":"7090199d-a23b-42a4-b853-b39b725b48c3",
         "name":"Blind-Fight",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication, master in Perception<hr>Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not flat-footed to creatures that are hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Perception":6
         },
         "databaseID":1,
         "timestamp":"1774623871645"
      },
      {
         "id":"cc432446-6810-4a6a-89cd-25b5209c0fa2",
         "name":"Bolted Firework Blaster",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication, trained in at least one crossbow<hr>You know that a well aimed rocket can do devastating damage to an enemy. You can use crossbows to Launch Firework Displays, allowing you to ignore the free hand requirement while wielding crossbows. You gain the Rocket Bolt Blast display.<br><br><b>Rocket Bolt Blast</b> [1a] (fire, flourish, sonic, splash); <b>Cost</b> 1 to 2 batches of infused reagents; <b>Requirements</b> You are wielding a loaded crossbow; <b>Effect</b>You loose your crossbow at an opponent within range, setting off fireworks attached. Make a Strike with the required crossbow. Your Strike gains the splash trait and deals 1 fire splash damage. This splash damage increases to 2 splash damage if you are an expert in Fireworks Lore, 3 damage if you are a master in Fireworks Lore, or 4 damage if you are legendary in Fireworks Lore. If you used 2 batches, a creature hit by your Strike must also attempt a Reflex save against your fireworks display DC.<br><br><b>Critical Success</b> The target is unaffected.<br><b>Success</b> The target takes half of 1d8 fire damage and 1d8 sonic damage.<br><b>Failure</b> As success, except the target takes full damage and is dazzled until the end of your next turn.<br><b>Critical Failure</b> As failure, except the target takes double damage and cannot use reactions while dazzled.",
         "traits":"Archetype, Attack, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871645",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"a233c7e5-5f45-46af-97e5-39eac20ed0ca"
            }
         ]
      },
      {
         "id":"7aac4926-9887-4bcb-ae49-763196d6e4f6",
         "name":"Bonded Beastbane",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Beast Gunner Dedication<hr>Your beast gun’s rounds hum with sympathetic energy as they pierce through the hides of similar creatures. Your bonded beast gun gains the effects of the bane property rune, picking whichever creature type is closest to the type of creature the bonded gun is made from (such as creatures with the Dragon trait for a drake rifle). You make this choice when you bond yourself to a beast gun. If this would give your bonded beast gun more property runes than its normal maximum, an existing property rune is suppressed until you use Bonded Beastbane again to deactivate the rune.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871645"
      },
      {
         "id":"ed17c7df-d7c7-486f-8851-f038a60f38cb",
         "name":"Booty Calls",
         "level":2,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, trained in Society<hr>You have a keen sense for finding hidden treasure and gauging the value of your booty. You can use Society instead of Perception to Search when looking for hidden treasure or secret doors. Additionally, you can immediately ascertain the value of gems and art objects at a glance and gain a +1 circumstance bonus to Society checks to determine their authenticity or recognize a forgery.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Society":2
         },
         "databaseID":1,
         "timestamp":"1774623871646"
      },
      {
         "id":"91623eb8-b12d-4a16-88e0-49ed751d128f",
         "name":"Brittle Hoarfrost",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Requirements</b> A creature within 30 feet of you is under the effects of a Speed penalty from your arctic terrain attunement.<hr>When you call on the chill of the arctic, your enemies’ very sinew is wrought with cold, drawing the ice to solidify further. The target creature must attempt a Reflex save against your spell DC and the Escape DC for this effect is equal to your spell DC.<br><br><b>Critical Success</b> The creature is unaffected.<br><b>Success</b> The creature takes damage equal to the half the level of the spell that you used to create your arctic terrain attunement.<br><b>Failure</b> The creature takes damage equal to the level of the spell that you used to create your arctic terrain attunement and is grabbed until the beginning of their next turn.<br><b>Critical Failure</b> The creature takes damage equal to twice the level of the spell that you used to create arctic terrain attunement and is immobilized until the beginning of their next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871646"
      },
      {
         "id":"eb18f84f-8129-431b-b4a0-a3710d599d35",
         "name":"Buccaneer's Barrage",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<br><b>Requirements</b> You're wielding a firearm and a melee weapon, each in a different hand.<hr>You perform a combat trick favored by many pirates in the Shackles; unleashing an assault of bullet and blade in tandem against your foe. Make two Strikes, one with your melee weapon and then one with your firearm. These Strikes must be against the same target. If your melee Strike is successful, your ranged Strike does not provoke reactions.<br><br>If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871646"
      },
      {
         "id":"7ca1ca70-0571-49ec-a62c-b8d96194aee3",
         "name":"Built Like an Anvil",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<hr>Hundreds of heavy attacks have made your arms more resistant to shocks. While you are Raising a Shield, you gain resistance 2 to physical damage. If you are at least 18th level, this resistance increases to 4. Additionally, if you are falling while your shield is raised, you may use Shield Block with a trigger of taking fall damage and you treat your fall as 30 feet shorter and you, your shield, and any objects or creatures you collided with when you land take any remaining damage.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871646"
      },
      {
         "id":"6630cc3e-282c-4e9a-916b-52e98cc7d3c6",
         "name":"Bullet Dancer Burn+",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<hr>The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in Bullet Dancer Stance, when you successfully perform a melee Strike against an opponent, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next strike you make with a melee weapon deals an additional 1 fire damage per weapon damage die.<br><br>The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871647"
      },
      {
         "id":"a9691b0e-b6af-448e-a2df-07be5883fae1",
         "name":"Bullet Dancer Reload+",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication",
            "6630cc3e-282c-4e9a-916b-52e98cc7d3c6||ARCHETYPE_Bullet Dancer Burn"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Burn<br><b>Requirements</b> You're in Bullet Dancer Stance.<hr>You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Interact to reload both firearms you are wielding. You don’t need a free hand to reload your firearms this way.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871647"
      },
      {
         "id":"15cc13cc-b7ec-4029-8454-3a21f7fcd4e8",
         "name":"Bullet Time",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Requirements</b> You’re in Bullet Dancer Stance.<hr>You take a deep breath and hone your senses to a razor sharp focus, allowing you to dodge incoming bullets with ease by remaining stationary. You gain a +2 status bonus to AC against all ranged attack rolls (but not siege rounds or larger projectiles), but if you take any action with the move trait, you immediately lose these effects.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871647"
      },
      {
         "id":"db1a30cf-f8d2-44cd-81ca-e90ab33e6c37",
         "name":"Buyer's Network",
         "level":4,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>You have merchant connections you can leverage to find specific items, economic advantages, or a place to sell something. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Mercantile Lore check to find a specific item of 2 plus your level or lower or to arrange a meeting with an economic power, such as the leader of a merchant’s guild, or to ask for economic support. The GM decides the DC based on the difficulty of the favor and the figure’s prominence.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871647"
      },
      {
         "id":"ba6115db-144f-4640-a579-5d9b79d2a3ab",
         "name":"Camouflage",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, master in Stealth<hr>You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Stealth":6
         },
         "databaseID":1,
         "timestamp":"1774623871647"
      },
      {
         "id":"3934797c-fda3-49ef-8ccd-8ea0e0dbe3e6",
         "name":"Catalogue Vegetation",
         "level":7,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication, master in Nature<br><b>Frequency</b> once per round<hr>You can identify plants and fungus in an instant. You Recall Knowledge on a creature with the plant or fungus traits or a plant or fungus you can see.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774623871648"
      },
      {
         "id":"f5335c4e-4511-4139-bca9-c9e19068e1a2",
         "name":"Catastrophic Failure",
         "level":14,
         "reqFeats":[
            "43ee648b-4772-4ccb-98fe-821d7cc7aed1",
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Planned Obsolescence; Scrounger Dedication<hr>When you hit a creature with Planned Obsolescence, you can choose to affect all creatures in a 15-foot cone originating from the target creature’s space with your Reflex save instead of just the target of your Strike.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871648"
      },
      {
         "id":"7084dbc9-8763-4c07-87c8-c8b366937557",
         "name":"Catch Me if You Can",
         "level":12,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, trained in Intimidation<br><b>Requirements</b> You are adjacent to a creature.<hr>You are sure you can navigate terrain better than anyone who pursues you. Target a creature adjacent to you. You Demoralize, Step, and then Stride and the target cannot reduce its frightened condition below 1 if it is not adjacent to you. The target can use its reaction to Stride up to its Speed in response to your Catch Me If You Can. If you are both in your favored terrain, the target is flat-footed as long as it is frightened.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774623871648"
      },
      {
         "id":"fb489c4c-a9be-46ac-9e83-1fcbf50b518b",
         "name":"Cauldron",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.<br><br>You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871648"
      },
      {
         "id":"6e6b7284-2bc0-4402-afd6-c37545fc075f",
         "name":"Celestial Steed Display",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Ride the Rocket, master in Fireworks Lore<hr>You've become so skilled at riding your rockets that you've crafted one specifically to give you flight. You gain the Celestial Steed fireworks display.<br><br><b>Celestial Steed</b> [1a] <b>Cost</b> 2 batches of infused reagents; <b>Effect</b> You equip a rocket that shoots you flying through the battlefield. You gain a fly Speed of 30 feet for 1 minute but you cannot move less than 20 feet when you Fly. If you don’t take the Fly action on your turn, you immediately fall at the end of your turn and your celestial steed continues to move in its current direction each turn until it collides with a creature or object or 1 minute has passed, whichever comes first. You can Drop or Leap off your celestial steed, and it uses the same rules for if you fall if you do.<br><br>While flying with your celestial steed, you can use your proficiency in Fireworks Lore to Maneuver In Flight. At the end of every turn you are flying with your celestial steed, you fly at least half your fly Speed in the same direction you were moving at the end of the turn. If 1 minute passes or you collide with a creature or surface while flying with your celestial steed, all creatures in a 10-foot burst of the collision must attempt a basic Reflex save against your fireworks display DC and take 10d6 fire damage. If you are legendary in Fireworks Lore, you can spend an additional reagent, and if you do it increases your celestial steed’s fly Speed by 15 feet and its damage by 4d6.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871649"
      },
      {
         "id":"49f6cd79-5477-4338-8c37-c8c52047c8e3",
         "name":"Charming Shopkeep",
         "level":4,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>Marketing is your middle name, and your words are honeyed to convince folks to buy your products. When you Earn Income by selling a creature your wares, you simultaneously Make an Impression with the same degree of success.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871649"
      },
      {
         "id":"87198a20-cf16-43cf-93b5-02cf58966af5",
         "name":"Child of Storms",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<hr>Sailing through a storm or attacking during a heavy rain are skills a Viking learns early. You gain resistance to cold or electricity damage, chosen when you take this feat, equal to half your level, rounded down. If you chose cold damage, you reduce the circumstance penalties from wind or precipitation on ranged attacks by 2 (minimum of 0). If you chose electricity, you gain a +1 circumstance bonus on saves against effects that would make you deafened.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871649"
      },
      {
         "id":"419c9e98-a048-4a6f-857c-0d28d76aef67",
         "name":"Chronal Afterimage",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<br><b>Frequency</b> once per hour<hr>You pull images of yourself from close-by alternate timelines, making hitting you a question of both where and when. You gain the benefits of mirror image except you only have 1 image and it lasts until the beginning of your next turn.",
         "traits":"Archetype, Illusion, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871650"
      },
      {
         "id":"9e994755-d65e-470e-b67d-808155c10d55",
         "name":"Chronal Afterimage",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<br><b>Frequency</b> once per hour<hr>You pull images of yourself from close-by alternate timelines, making hitting you a question of both where and when. You gain the benefits of <i>mirror image</i> except you only have 1 image and it lasts until the beginning of your next turn.",
         "traits":"Archetype, Illusion, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871650"
      },
      {
         "id":"4fcf752c-a1a3-41df-9412-2a1fa8861b78",
         "name":"Clown Dedication",
         "level":2,
         "reqFeats":[
            "GENERAL_Fascinating Performance"
         ],
         "textDescription":"<b>Prerequisites</b> Fascinating Performance<hr>All the world's a stage, and you are the greatest player of them all. You are a trickster, a buffoon, a fool—an adventurer who uses the power of comedy to reveal the true nature of this world. Be it by making yourself the butt of comical situations or using barbed jokes to discuss ugly truths of your opponents, none can deny your mastery of the ridiculous. You gain the Focused Fascination class feat. When you cause the fascinated condition with Perform or abilities gained from the clown archetype, it does not immediately end if an ally takes a hostile action (though it still ends if you take a hostile action). Select a clown training. When you Perform, you can use your clown training to gain the listed effects and add the appropriate traits to your Perform action.<br><ul><li><b>Masked</b> (move) You are a harlequin, a charming hero and an acrobatic performer who wears a mask, not makeup. While a target is fascinated by your Perform, you can use Performance instead of Acrobatics to Tumble Through the target. If you succeed at your Tumble Through using your Performance against an enemy fascinated by your Perform, they are flat-footed to your next Strike before the end of your turn.</li><li><b>Mirthful</b> (auditory, emotion, mental, visual) You are an auguste, a classic, colorful clown with goofs and gags to spare. While a target is fascinated by your Perform, they are also stupefied 1. The stupefied condition can be removed by spending a single action with the concentrate trait.</li><li><b>Miserable</b> (auditory, emotion, mental, visual) You are a pierrot, the sad and joyless sibling to an auguste. While a target is fascinated by your Perform, at the end of each turn it is fascinated in this way, it takes mental damage equal to your level with a basic Will save against your Performance DC. The damage at the end of the turn can be prevented by spending a single action with the concentrate trait.</li><li><b>Monochromatic</b> (emotion, mental, visual) You are a mime, a strange and sometimes silent fellow who interacts with invisible worlds others cannot see. While a target is fascinated by your Perform, they also take a –10-foot status penalty to their Speed. If you take an action with the auditory trait, the fascinated condition from your Perform action immediately ends.</li><li><b>Motley</b> (auditory, emotion, mental) You are a jester, a fool that disguises harsh words with amusing tricks. While a target is fascinated by your Perform, you can use the Bon Mot skill action against them, but you use Performance instead of Diplomacy for your check. If you already possess Bon Mot, you gain a +1 circumstance bonus to using the Bon Mot action against creatures fascinated by you or an effect you create.</li><li><b>Murderous</b> You are a juggalo, a frightening clown that uses violence to keep foes at bay. While a target is fascinated by your Perform, your knives, clubs, and hammers gain the deadly d6 weapon trait against that target. If the weapon already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.</li></ul>",
         "traits":"Archetype, Dedication, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871650",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1",
               "int0":0,
               "reference":"f3b04651-c388-4b46-bb70-b63e1a71f5d8"
            }
         ]
      },
      {
         "id":"2fcefc3f-7641-4e0e-9e23-0342630c7604",
         "name":"Code Red Urgency",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication",
            "ARCHETYPE_MEDIC_Doctor's Visitation"
         ],
         "textDescription":"<b>Prerequisites</b> Doctor’s Visitation, expert in Acrobatics<hr>Your presence lets you get past anyone who would keep you from your patients. When you use Doctor’s Visitation, you can Tumble Through instead of Stride.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Medicine":6
         },
         "databaseID":1,
         "timestamp":"1774623871651"
      },
      {
         "id":"46dcc21e-f7e1-401f-90af-7297a783a412",
         "name":"Color Affinity",
         "level":10,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11",
            "c1acee53-2f26-46a5-804a-49538bcbd15c"
         ],
         "textDescription":"<b>Prerequisites</b> Color Thaumaturgy<hr>You have an affinity for your artistic spells. You gain the following benefit depending on the class you used to qualify for this archetypes method for casting spells.<br><br>If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of Color Thaumaturgy spells. You can do this while Refocusing.<br><br>If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of Color Thaumaturgy spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the Color Thaumaturgy list.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871651"
      },
      {
         "id":"c1acee53-2f26-46a5-804a-49538bcbd15c",
         "name":"Color Thaumaturgy",
         "level":6,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication<hr>You have a unique proficiency with spells utilizing visual effects, especially those utilizing color and hue. Add <i>color spray</i>, <i>hypnotic pattern</i>, <i>chromatic ray</i>, <i>cloak of colors</i>, <i>chromatic image</i>, <i>prismatic spray</i>, <i>prismatic wall</i>, and <i>prismatic sphere</i> to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871651"
      },
      {
         "id":"ee637910-6934-4615-98b9-08989a4dfdcf",
         "name":"Combat Reflexes",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<hr>You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871651"
      },
      {
         "id":"22181983-87b0-48a0-b057-906da195bd29",
         "name":"Commedia Dell'Arcano",
         "level":10,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78",
            "dfa99092-de41-4c0d-8c11-5631c04dfa70"
         ],
         "textDescription":"<b>Prerequisites</b> Commedia Dell'Arte<hr>Your masterful use of your clownery has led you down a path to untold secrets. You gain the domain spell associated with your style as an occult focus spell, and increase your number of Focus Points by 1.<br><b>Masked</b> <i>delusional pride</i><br><b>Mirthful</b> <i>trickster's twin</i><br><b>Miserable</b> <i>overflowing sorrow</i><br><b>Monochromatic</b> <i>ephemeral hazards</i><br><b>Motley</b> <i>confront selves</i><br><b>Murderous</b> <i>retributive pain</i>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871652",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
               "reference":"c30d318e-7d8f-41b9-9c65-27e2bbc1267b"
            }
         ]
      },
      {
         "id":"dfa99092-de41-4c0d-8c11-5631c04dfa70",
         "name":"Commedia Dell'arte",
         "level":4,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>Strange magic empowers your performance. You gain the domain spell associated with your style as an occult composition spell, and a focus pool of 1 Focus Point. If you already had a focus pool, increase your number of Focus Points by 1. Your key spellcasting ability modifier for your domain spells is Charisma and you become trained in occult spell attack rolls and DCs.<br><b>Masked</b> <i>veil of confidence</i><br><b>Mirthful</b> <i>sudden shift</i><br><b>Miserable</b> <i>lament</i><br><b>Monochromatic</b> <i>forced quiet</i><br><b>Motley</b> <i>guided introspection</i><br><b>Murderous</b> <i>weapon surge</i>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871652",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
               "reference":"8ce17a55-e2e9-4f19-aaac-69b8870dbba1"
            }
         ]
      },
      {
         "id":"50dd1694-ffce-415b-8d08-df104c6c7e86",
         "name":"Compound treatment",
         "level":13,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication",
            "ARCHETYPE_MEDIC_Treat Condition"
         ],
         "textDescription":"<b>Prerequisites</b> Treat Condition, master in Medicine<hr>You’ve learned to solve multiple ailments at once. When you Treat Condition on a single ally you can choose up to two different conditions, comparing the results of your Medicine check to both counteract DCs separately.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Medicine":6
         },
         "databaseID":1,
         "timestamp":"1774623871652"
      },
      {
         "id":"b213af73-feab-4e9c-8d17-8fa6c5b099dd",
         "name":"Conjuring Canvas",
         "level":4,
         "action":-1,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication<br><b>Frequency</b> once per hour<hr>Using artistic magecraft, you conjure creatures from your art rather than drawing them from other planes of existence. If your next action is to Cast a Spell that summons a creature, you instead create an artistic simulacrum of that creature from your artistic mediums. This grants the summoned creature a resistance to physical damage equal to the level of the spell you cast and a weakness to water equal to your level. The creature gains the Become Art action in addition to its normal actions.<br><br><b>Become Art</b> 1a (polymorph, transmutation) Until the end of its next turn, the creature turns into its base materials, becoming an amorphous representation of your art. While in this state, it can't cast spells, activate items, or use actions that have the attack or manipulate trait and it gains immunity to precision damage. The creature can pass through enemies' spaces without needing to Tumble Through, pass through small cracks, and doesn’t take up space. If the creature would return to form while occupying the space of another creature or obstacle, the summon takes 1d6 damage per spell level and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the summon is destroyed.",
         "traits":"Archetype, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871653"
      },
      {
         "id":"35f62ea0-d57a-47bf-8f48-7429706d7141",
         "name":"Corrosive Fen",
         "level":6,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Trigger</b> Your swamp terrain attunements would apply persistent poison damage to a creature.<hr>The dangers of bogs and fens, marshes and swamps, is more than just the flora and fauna, the terrain itself is harsh and breaks down even the most stalwart defenses. The triggering creature also takes an equal amount of persistent acid damage before any immunities or resistances are applied. Both of these damages are removed with the same flat check and an assistive effect that would neutralize one neutralizes both types of damage.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871653"
      },
      {
         "id":"7615899c-f898-4ba0-aa59-9882098d2e41",
         "name":"Coulrophobia",
         "level":6,
         "action":0,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<br><b>Trigger</b> An enemy within 30 feet of you is the target of a fear effect.<hr>There's something about clowns that some folks find frightening. You Perform using your clown training and compare your result against the Will DC of the triggering creature.<br><br><b>Critical Success</b> The creature takes a –2 status penalty to the triggering Will save and is fascinated by you for 2 rounds or as long as it is frightened from the triggering effect, whichever is longer.<br><b>Success</b> The creature takes a –1 status penalty to the triggering Will save and is fascinated by you for 1 round or as long as it is frightened from the triggering effect, whichever is longer.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871653"
      },
      {
         "id":"068f147a-5faf-4b14-932c-b4b24bfa78be",
         "name":"Counter-Fire",
         "level":6,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Trigger</b> An enemy critically fails a strike against you and you are wielding a loaded one-handed firearm.<hr>You dodge out of the way of an incoming bullet or a nearby strike, sidestepping before countering with your swift trigger-finger. You make a ranged strike against the triggering foe. This strike does not trigger reactions for making a ranged attack while in a creature’s melee reach.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871653"
      },
      {
         "id":"edc65b6a-2ce9-4e57-8aeb-6d88fbdc0184",
         "name":"Crafty Planner",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<br><b>Frequency</b> once per hour<hr>You calculated the odds, or maybe you had a feeling in your gut, but you planned for the scenario unfolding at this exact moment. Choose a temporary item you can Craft. You are now wearing that item as though you Crafted it with the Scrounger Dedication spending an equal amount of materials but it lasts 10 minutes instead of 1d4 hours.<br><br><b>Special</b> If you have High-Quality Scrounger, you decide the level and whether it is crafted for someone else’s use as part of this action.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871654"
      },
      {
         "id":"6f296b2a-8cd8-4dd2-a89c-365c79284d5c",
         "name":"Create Baloon Animal",
         "level":8,
         "action":3,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>Frequency once per day<br>You inflate, twist and craft strange creatures out of rubber and air. You duplicate the effects of a <i>summon animal</i> spell heightened to half your level rounded up except the creature has the following statistics:<br><ul><li>Half its normal Hit Points and a –2 to its AC and Fortitude saves</li><li>It has no Speeds except a fly Speed of 15 feet</li><li>It has the mindless trait</li><li>If the summoned animal would be destroyed or you Dismiss it, creatures in a 15-foot emanation from the summoned creature must attempt a Reflex save against your class DC or your spell DC, whichever is higher, or be pushed 5 feet or 10 feet on a critical failure. If a creature collides with an obstacle or another creature, it instead falls prone.</li></ul>",
         "traits":"Archetype, Manipulate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871654"
      },
      {
         "id":"320a078c-5b9b-45f0-b746-feda935d264e",
         "name":"Crew Leader",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> a dedication feat from an appropriate archetype;<hr>trained in a skill capable of recruiting a crew<br>You have learned how to recruit a small crew that you keep in close proximity in settlements and on the road while adventuring. You gain a crew with a Lore appropriate for the archetype that granted you access to this feat and your crew’s professional skill in which you are trained. You gain the Battle Formation activity.",
         "traits":"Rare, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871654"
      },
      {
         "id":"8b00599f-bde6-43d5-adf1-e23556ca769f",
         "name":"Cunning Marshal Edict",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "ARCHETYPE_Cunning Stance"
         ],
         "textDescription":"<b>Prerequisites</b> Devrin’s Cunning Stance, expert in Deception<br><b>Requirements</b> You’re in Devrin’s Cunning Stance.<hr>You get the enemy’s attention so your cohorts can deal the real damage. You Feint and your Feint gains the following effects instead of the normal effects.<br><br><b>Critical Success</b> You throw your enemy’s defenses against your allies entirely off. The target is flat-footed against melee attacks from allies in your aura until the end of your next turn.<br><b>Success</b> Your foe is left open to an ally’s attack. The target is flat-footed against the next melee attack from one an ally in your aura before the end of your current turn.<br><b>Critical Failure</b> Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Deception":4
         },
         "databaseID":1,
         "timestamp":"1774623871655"
      },
      {
         "id":"b62e8276-8fca-48eb-8fba-558d397b06c8",
         "name":"Cushion the Blow",
         "level":12,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<br><b>Trigger</b> You are critically hit.<br><b>Requirements</b> You are wearing temporary armor you Crafted using Scrounger Dedication.<hr>Knowing that your temporary armor won’t last long anyway, you designed it to cushion blows by falling apart. You reduce the critical hit to a hit and your armor becomes broken.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871655"
      },
      {
         "id":"914f5cb1-e95b-4429-b067-e24f52ea94e8",
         "name":"Cutting Wave",
         "level":6,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Requirements</b> You used Swim this turn while benefiting from your aquatic terrain attunement.<hr>Once you prove that you are its friend, oceans and rivers themselves rush to remove obstacles towards your goal. If the next action you use is to Cast a Spell that has the water trait and requires a spell attack roll, you ignore any circumstance bonuses to AC or concealment of the target of your spell attack roll.",
         "traits":"Archetype, Concentrate, Manipulate, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871655"
      },
      {
         "id":"f9eed37b-3785-4b4e-be6e-53223dfefdbd",
         "name":"Cycle Casting",
         "level":6,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication, you have the Elemental Cycle philosophy<br><b>Frequency</b> once per round<br><b>Trigger</b> You Cast a Spell with the earth, fire, metal, water, or wood traits that deals damage.<hr>Emphasizing the concept of the cycle of elements, you channel your spells through the elemental cycle to enhance their effects. The triggering spell gains no bonuses or penalties but the next spell you cast before the end of your next turn that deals damage and has the trait of the next element clockwise in the Elemental Cycle gains a status bonus to damage equal to the triggering spell’s level or half the spell’s level if the triggering spell was a cantrip. This applies only to spells that don't have a duration and that deal damage. If you do not Cast a Spell of the appropriate trait before the end of your next turn, you cannot use Cycle Casting again for 1 minute.<br><br>For example, if you cast produce flame and then you used Cycle Casting, and on your next turn you cast needle darts you would gain a status bonus to your damage on needle darts and could use Cycle Casting again to continue your cycle.",
         "traits":"Archetype, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871655"
      },
      {
         "id":"3b9140ba-632c-414e-a26b-1c7d2d81dcf3",
         "name":"Dance of Thunder",
         "level":16,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Frequency</b> once per minute<br><b>Requirements</b> You're wielding a loaded firearm or crossbow and are not fatigued.<hr>Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death. Take any of the following actions you choose in any order: Step, Strike against a target within your firearm's first range increment, and Interact to reload. If you attempted a Strike and it succeeded, you can repeat these three actions again in any order. If you attempted a Strike in the second set and succeeded, you can repeat the actions one last time.<br><br>After using Dance of Thunder, you become fatigued for 1 minute.",
         "traits":"Archetype, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871656"
      },
      {
         "id":"1bbb2cba-8183-44a0-9f4d-1ff1b0b7b787",
         "name":"Dazzling Display",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication, expert in Intimidation<hr>You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes. Attempt Intimidation checks to Demoralize each enemy within 30 feet. If your last action was a critical hit against an enemy or reduced an enemy to 0 Hit Points, you gain a +1 circumstance bonus to your Intimidation checks. Regardless of the results of your checks, each creature is then temporarily immune to Dazzling Display for 1 minute.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871656"
      },
      {
         "id":"fd3fd723-d189-42e3-a3fb-d1cdadf80773",
         "name":"Dazzling Display",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication; expert in Intimidation<hr>You perform a bewildering show of prowess, such as by whirling and flashing a weapon, that unnerves foes. Attempt Intimidation checks to Demoralize each enemy within 30 feet. If your last action was a critical hit against an enemy or reduced an enemy to 0 Hit Points, you gain a +1 circumstance bonus to your Intimidation checks. Regardless of the results of your checks, each creature is then temporarily immune to Dazzling Display for 1 minute.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":4
         },
         "databaseID":1,
         "timestamp":"1774623871656"
      },
      {
         "id":"005ff4dc-1cc3-4039-ae28-e3c5f1b01d55",
         "name":"Dazzling Horizon",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication<hr>You know how to approach a creature in your favored terrain such that it is difficult to see you. Perhaps you move with the sun at your back, unleash ink underwater, or take advantage of disorienting darkness underground. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Survival check instead of the Deception check that's usually required, because you use the terrain and environment to catch your opponent out. If you’re in your favored terrain, you can replace the normal effects of your Feint for the following effects.<br><br><b>Critical Success</b> The target is blinded for 1 round or until it uses an Interact action to remove its blinded condition. After the blinded condition ends, it is then dazzled for 1 round. The creature can use a second Interact action to remove the dazzled condition.<br><b>Success</b> The target is dazzled for 1 round or until it uses an Interact action to remove its dazzled condition.<br><b>Critical Failure</b> Your attempt to dazzle fails. The target is concealed to you until the end of your next turn.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871657"
      },
      {
         "id":"3a33b41a-e444-4f66-9328-2575378855d1",
         "name":"Dead Crowd",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication, master in Performance<br><b>Requirements</b> At least one Small or larger corpse or creature with the dying or unconscious conditions is within 30 feet of you.<hr>Your performance in combat is so captivating that it impresses even the dead. For the purposes of having spectators, you treat creatures with the dying and unconscious conditions as suitable spectators as well as corpses. The DC for these checks against these creatures is the same as if you had spectators for the purposes of Performance checks you would attempt that would require spectators.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Performance":6
         },
         "databaseID":1,
         "timestamp":"1774623871657"
      },
      {
         "id":"a35e5fe6-0990-464d-95a0-b15ffeae189b",
         "name":"Deadly Grapples",
         "level":6,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication, trained in Athletics<br><b>Trigger</b> A creature you have Marked for Death ends its turn grabbed or restrained by your Grapple.<br><b>Requirements</b> You are wielding an agile weapon or can make an agile unarmed attack.<hr>If you are in a grapple, you can still cause death. The triggering creature must make a basic Fortitude save against your class DC or spell DC, whichever is higher, or take damage equal to the weapon’s or unarmed attack’s damage dice. If your weapon or unarmed attack has the backstabber trait, you apply this damage as well. If a creature critically succeeds, it is freed from your Grapple.<br><b>Special</b> If you have Angel of Death, this action gains the death trait.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774623871657"
      },
      {
         "id":"f9729ca5-d97f-4c2b-9d95-599e8ac845d5",
         "name":"Decorative Runes",
         "level":12,
         "reqFeats":[
            "359b5bb4-e732-46c3-8a4a-6d21a8c47aed",
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Paranormal Pigments<hr>You have learned how to utilize your Paranormal Pigments to create temporary runes that you can apply to equipment like decorative embellishments. When you would create colorful coatings during your daily preparations, you can instead prepare a decorative rune, using up one of your prepared colorful coatings for the day by applying it to a weapon you hold for 1 minute. If you do so, choose to apply one of the following runes: corrosive, disrupting, flaming, frost, ghost touch, shock, or thundering. If this would give a weapon more property runes than its normal maximum, an existing property rune of your choice is suppressed for the duration of the effect.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871657"
      },
      {
         "id":"770ab6d4-67ac-446a-82f1-46de59c54ce2",
         "name":"Decoy Assassin",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication, a focus pool<hr>You have learned that providing a scapegoat can often buy you the time that you need. You gain the <i>decoy assassin</i> mortis spell. Increase the number of Focus Points in your focus pool by 1. You become trained in occult spell attack rolls and spell DCs if you were not already.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871658",
         "listCustomEffects":[
            {
               "proficiencyName":"cbd68f65-5e14-4cfc-9933-17b49587689f",
               "effectType":10,
               "bonusAmount":1,
               "reference":"2d9bda0a-84d1-471d-a1b9-38248e7aa9e3"
            }
         ]
      },
      {
         "id":"de546f05-cd8a-4397-b9a1-c283a3045394",
         "name":"Deflecting Shot",
         "level":12,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Trigger</b> An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker.<br><b>Requirements</b> You're wielding a loaded firearm or crossbow.<hr>You're always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target. The ally gains a +2 circumstance bonus to their AC against the triggering attack. You use this reaction after the result of the attack roll is revealed, so you know whether the +2 will make a sufficient difference.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871658"
      },
      {
         "id":"5869ad90-4f1e-443d-94eb-9afcf2d1b348",
         "name":"Delay Trap",
         "level":10,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<br><b>Trigger</b> A trap within your reach is triggered.<hr>You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows.<br><br><b>Critical Success</b> You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice).<br><b>Success</b> You prevent the trap from being triggered, or you delay the activation until the end of your next turn (whichever is worse for you; GM’s choice).<br><b>Failure</b> No effect.<br><b>Critical Failure</b> You’re flat-footed until the start of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871658"
      },
      {
         "id":"47203415-9cd1-49d5-81d4-3fd11cea6523",
         "name":"Demesne Armory",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"You are the protector and owner of a small domain, and have taken control of a keep from which you rule. When you select this feat, you create a demesne armory at an unoccupied location or within a settlement, a hidden den, or other suitable location, which functions as a manor that can have any floor plan you designate, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. Your demesne armory remains in the designated location until you spend 1 day of downtime to establish a demesne armory to a new location.<br><br>Your demesne armory is fortified with a good lock and is hidden with a Perception DC equal to your class DC or spell DC, whichever is higher. Your armory can safely occupy 10 Medium creatures, and contains 10 common weapons or armor of your choice, as well as 20 pieces of ammunition for each weapon that requires ammunition. You can spend 1 day of downtime to replace these weapons or armor and to refill any ammunition. Special If you have a crew, you can have your crew operate your demesne armory in your absence and perform exploration activities from your demesne armory.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871658"
      },
      {
         "id":"29b83a6a-3928-4bee-929f-ae6869bcb746",
         "name":"Deposit Seed",
         "level":18,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "e299c3ef-81d7-4e68-9979-f176431bbf4a"
         ],
         "textDescription":"<b>Prerequisites</b> Thorn Hedges<hr>You can implant a seed from your thorny hedges in an attack. You spend 2 infused reagents and then make a Strike. If your Strike deals damage, the creature is implanted with a seed. At the beginning of your next turn, the seed erupts from the creature, creating a thorn hedge in a square that occupies its space and causing it to take damage from the effect. You can spend additional reagents as normal for Thorn Hedges to increase the damage and Hit Points of the hedge you implanted. A creature can spend an Interact action to remove the seed, but doing so causes them to take piercing damage equal to the number of damage dice the thorn hedge would deal as they pry it from the wound you created.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871659"
      },
      {
         "id":"e3b48b13-c60e-4c52-9936-f7ae8c712356",
         "name":"Disrupting Bash",
         "level":14,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<br><b>Trigger</b> A creature within your reach uses an action with the attack trait against an ally adjacent to you.<br><b>Requirements</b> Your shield is raised.<hr>You give a sudden jolt to the arm, throwing it off course. Make a Strike with a shield bash or a weapon attached to your shield against the triggering creature. If your Strike hits, the triggering ally gains the circumstance bonus to AC from your shield against the triggering attack. If your Strike is a critical hit, the action is disrupted.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871659"
      },
      {
         "id":"e23fbed2-bf5f-4ce6-9d0d-a7ac7c2d5fd4",
         "name":"Distracting Jettison",
         "level":6,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<br><b>Trigger</b> A creature targets you with an attack and you can see the attacker.<br><b>Requirements</b> You have at least one hand free, and are wearing raw materials or a suitable amount of negligible bulk items in your pockets.<hr>You discard the raw materials or non-weapon, non-armor items you are carrying, throwing them at your attacker. You can choose to discard all raw materials or a handful of items of negligible bulk from an easily accessible place on your person and then throwing them at your attacker. You gain a +1 circumstance bonus to AC against the triggering attack and you can immediately Create a Diversion and you can attempt a Crafting proficiency check instead of the Deception check that’s usually required. Whatever you discard falls to the ground in your attacker’s square and subsequent attempts to use Distracting Jettison on the creature during this encounter only grant you a +1 circumstance bonus to AC.<br><br>You can recover discarded material by spending 1 minute picking up all of the items provided they would be easily recoverable (subject to GM discretion).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871659"
      },
      {
         "id":"9d104666-a1e4-42a7-9852-0122067d3aba",
         "name":"Dread Marshal Edict",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "ARCHETYPE_MARSHAL_Dread Marshal Stance"
         ],
         "textDescription":"<b>Prerequisites</b> Dread Marshal Stance, expert in Intimidation<br><b>Requirements</b> You’re in Dread Marshal Stance.<hr>With a command of devastation, you stoke the collective wrath of your party. Attempt to Demoralize a creature adjacent to you or an ally in your marshal's aura. If you are successful, as long as you and at least one ally are adjacent to the creature it cannot reduce its frightened condition below 1.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":4
         },
         "databaseID":1,
         "timestamp":"1774623871660"
      },
      {
         "id":"2bc32f27-f421-47fb-8e8d-cccdbacd989b",
         "name":"Dread Striker",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<hr>You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871660"
      },
      {
         "id":"ad68ab9b-93cf-4313-b6ec-48e286169c92",
         "name":"Dream of Deceit",
         "level":4,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7"
         ],
         "textDescription":"<b>Prerequisites</b> Wandering Spider Dedication<hr>You dreamed of powerful lies, of self and enemy alike. You gain the Weave the Veil action.<br><br><b>Weave the Veil</b> [1a] (Concentrate, Dreamspin, Mental, Occult) <b>Frequency</b> once per round; <b>Effect</b> You obfuscate and obscure your presence through the twisted web you weave. Attempt an Occultism check against the Will DC of a creature with your dreamweb on them, with the following results; <b>Critical Success</b> The creature is dazzled until the end of your next turn; <b>Success</b> You become concealed to the creature until the end of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871660",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"06087db8-5e54-458b-84cf-5ccf96cb28a1",
               "int0":1,
               "reference":"ee529d97-5663-41f0-ae39-e7c5c5185371"
            }
         ]
      },
      {
         "id":"e301ad45-4f57-4436-8b14-1a7affc3405e",
         "name":"Dream of Disaster",
         "level":4,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7"
         ],
         "textDescription":"<b>Prerequisites</b> Wandering Spider Dedication<hr>You dreamed of destruction, whether of a horrible accident in your past that you failed to stop or of the possibility of one in the future. You gain the Hunt through Threads action.<br><br><b>Hunt Through Threads</b> [1a] (Dreamspin, Flourish, Occult) <b>Requirements</b> You have at least one creature affected by your dreamweb; <b>Effect</b> You use the web you’ve spun to extend your physicality upon your foe. You may make a Step. After your Step, you may make a melee Strike against the required creature, increasing your reach by 5 feet for the purposes of this Strike.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871661",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"cf867606-1e7e-4928-b2a6-5bb01d500646",
               "int0":1,
               "reference":"58f56ed1-faa9-4b5d-87f1-d592bdbc3dfa"
            }
         ]
      },
      {
         "id":"ce4d168d-f637-483d-a589-a14dd6c92d82",
         "name":"Dream of Restriction",
         "level":4,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7"
         ],
         "textDescription":"<b>Prerequisites</b> Wandering Spider Dedication<hr>You dreamed of binding, whether of imprisonment or simply of living under an impossible yoke. You gain the Seize the Ties action.<br><br><b>Seize the Ties</b> [1a] (Dreamspin, Manipulate, Mental, Occult) <b>Requirements</b> A creature affected by your dreamweb is within 15 feet of you; <b>Effect</b> You use your body as a barrier in the doorway to the waking realm, keeping your opposition trapped. Make an Occultism check against the creatures Fortitude DC; <b>Critical Success</b> The target is immobilized, flat-footed, and takes a –1 status penalty to Escape from your dreamweb until the beginning of your next turn; <b>Success</b> The target is immobilized from your dreamweb until the beginning of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871661",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"df3216cd-c709-4434-bd7e-8fa41383fb6f",
               "int0":1,
               "reference":"2763ede7-8a49-449a-9d4b-51c1eca3fc05"
            }
         ]
      },
      {
         "id":"804257c2-2352-4723-a39b-23f5d58860a4",
         "name":"Drill Marshal",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication<hr>Each day, you lead some companions in exercises to hone their skills. During daily preparations, you may train one of your allies to have an affinity within your aura. Until your next daily preparations, your aura surrounds both you and your chosen ally so long as your chosen ally would be within range of your aura. Your ally and creature’s inside your ally’s aura are treated as being inside your marshal’s aura.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871661"
      },
      {
         "id":"cf95a29c-74cb-4632-83f4-a70378465ac2",
         "name":"Dual Attunement",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"Harnessing the elements comes to you more naturally than most, being able to harness more than one element at a time with ease. When you select an elemental attunement as part of your daily preparations or as a part of the Swift Attunement or similar feats, you can attune to two elements rather than one. ",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871661"
      },
      {
         "id":"664b8573-29b7-42b2-b39d-345a71f39346",
         "name":"Dual Weapon Reload",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<br><b>Requirements</b> You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.<hr>You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871662"
      },
      {
         "id":"28492def-f544-44bf-98c5-b8b4f0688f84",
         "name":"Dual-Weapon Reload",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Requirements</b> You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.<hr>You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871662"
      },
      {
         "id":"cabbe46b-89b9-440e-a34f-17f8b433e25e",
         "name":"Durable Construction",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication; trained in Crafting<hr>You can increase your shield's construction with iron bands, strips of hardwood, or rugged hide, making it easier to repair. By spending 1 hour fortifying a shield, you can grant the shield a +1 circumstance bonus to its Hardness that lasts until it receives the broken condition. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":2
         },
         "databaseID":1,
         "timestamp":"1774623871662"
      },
      {
         "id":"8af2000a-f32e-4671-a432-ab92cf392a48",
         "name":"Echoing Tectonics",
         "level":6,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Frequency</b> once per turn<br><b>Requirements</b> You are benefitting from your underground terrain attunement.<hr>Many do not realize that the ground is exceptionally loud, you just need to know how to listen. You immediately Seek. If you detect a hidden or concealed creature within range of your tremorsense, you reduce the flat check to target hidden creatures to 5 and do not require flat checks to target concealed creatures until the end of your next turn.",
         "traits":"Archetype, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871663"
      },
      {
         "id":"81cab53d-d482-4520-994c-8aa7417077ad",
         "name":"Elder Runecarving",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "54196988-8bac-468d-8284-0ac2ff93410c"
         ],
         "textDescription":"<b>Prerequisites</b> Runic Saga, master in Nature or Religion<hr>Thorough practice and learning has taught you more runes to tell the stories of ancient viking heroes. You can carve Runic Sagas into the hilt of up to two weapons during your daily preparation instead of one, and can choose force, poison, or sonic damage in addition to the normal weakness types. If you are legendary in Nature or Religion, you can carve up to 3 Runic Sagas during your daily preparation. You can select different damage types for each weapon. All of your carvings fade during your next daily preparations, and their magic with them. You gain the Living Saga action.<br><br><b>Living Saga</b> 1a (concentrate, magical) <b>Frequency</b> once per round; <b>Effect</b> You reach out to a Runic Saga you see carved and alter its wording or redouble its strength. Change the triggering weakness type of one of your Runic Sagas to another weakness type available to you.",
         "traits":"Archetype, Magical, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature||Religion":6
         },
         "databaseID":1,
         "timestamp":"1774623871663"
      },
      {
         "id":"1ce85327-9652-4897-b8a5-9f150933bb11",
         "name":"Eldritch Artist Dedication",
         "level":2,
         "textDescription":"<b>Prerequisites</b> trained in Crafting or Art Lore; ability to cast spells from spell slots<hr>As an aspiring and hardworking Eldritch Artist you have learned the basics of Ikonothurgy. You can use Art Lore instead of Crafting for feats you gained from this archetype and to qualify for feats from this archetype that would normally require Crafting. You learn the initial focus spell for the creation domain: <i>splash of art</i>. Increase the number of Focus Points in your focus pool by 1. If you don't already have one, you gain a focus pool of 1 Focus Point. You can refocus by creating sketches, thumbnails or quick paintings to help you unwind and recover your magic. Because of your knack for weaving spells into your art, you can usually use artisan's tools as a focus for spells requiring material components, but you must be wearing the tools and have a hand free to use them in this way.<br><br>Additionally, you can spend 1 minute to use your art to create an illusory projection of a creature. These art creatures function as <b>illusory creature</b> except the creature is Small or smaller, it cannot make attacks or deal damage, and it is clear the creature is an illusion without the need to be disbelieved. Your art creatures last for 1 minute or until you Dismiss them and you can Sustain this effect by motioning with your artisans tools. When you Sustain in this way, your Sustain action loses the concentrate trait and gains the manipulate trait.",
         "traits":"Archetype, Dedication, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting||":2
         },
         "databaseID":1,
         "timestamp":"1774623871663"
      },
      {
         "id":"760b3962-1b11-4287-86a4-727d2cc60fa7",
         "name":"Eldritch Reload",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Beast Gunner Dedication<hr>You draw in magical energy while reloading your bonded beast gun, focusing on the latent energies of your bonded gun to protect yourself. You Interact to reload and gain a +1 status bonus to saves against spells and magical effects until the beginning of your next turn.",
         "traits":"Archetype, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871664"
      },
      {
         "id":"e5230006-d2c8-4a50-83b4-edaa41fa865e",
         "name":"Elemental Being",
         "level":12,
         "reqFeats":[
            "f472977d-4d28-4b85-ac70-98657588d690",
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Primal Being<hr>You are able to embody the element of your favored terrain. Once per day, you can cast <i>elemental form</i> as a 5th-level primal spell, with the restriction that you must choose the type associated with your favored terrain.<br><b>Aquatic</b> or <b>Swamp</b> water<br><b>Desert</b> fire<br><b>Forest</b>, <b>Mountain</b>, <b>Plains</b>, or <b>Underground</b> earth<br><b>Arctic</b> or <b>Sky</b> air<br><br>You can cast <i>elemental form</i> as a 6th-level primal spell when you reach 14th level and as a 7th-level primal spell when you reach 16th level.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871664"
      },
      {
         "id":"033fd416-dd3b-49ef-9780-58b2b1c4aa2f",
         "name":"Elemental Fluency",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication<hr>You command elemental magic with incredible power and expertise, wielding new spells to suit your daily needs. During your daily preparations, choose one initial elemental focus spell of your attuned element. You can cast that elemental focus spell until your next daily preparations. Increase the number of Focus Points in your focus pool by 1.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871664"
      },
      {
         "id":"30221fc5-5750-4cf8-83f3-b8d6057271d5",
         "name":"Emotional Magic",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<hr>Your mastery over your own emotions gives you knowledge to cast spells using emotion-based magic. For each level of spells you can cast, you learn one spell with the emotion trait from any tradition and add it to the spell list of your tradition. Every time the level of spells you can cast increases, you learn an additional spell with the emotion trait and add it to your spell list.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871664"
      },
      {
         "id":"f0bea33c-b825-4b76-9475-ed8b4c9f4fa3",
         "name":"Emotional Support Familiar",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication, you have a familiar<hr>Your familiar has become particularly attuned to the emotional states of others and is a reassuring presence to be around. Your familiar also gains a 5-foot emanation aura around them that grants a +1 status bonus against emotion effects to you and all allies within the aura. If you use an action with the emotion trait, the emanation increases to a 15-foot emanation until the end of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871665"
      },
      {
         "id":"cc5da047-25d9-4e78-b97b-91c5b972761e",
         "name":"Emotionsense",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<hr>Due to your usage of your own emotions to fuel your magic, you have become supernaturally attuned to the emotions of others like a sixth sense. You gain emotionsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell and like a smell you only detect particularly strong emotions and you gain a +1 circumstance bonus to Sense Motive if the creature is within range of your emotionsense. You only get a general sense of the emotions you sense such as happiness or fear without any specific details. Your emotionsense only detects non-mindless creatures within the area. When you are under the effects of emotional fervor, your emotionsense becomes an imprecise sense and you gain a +2 circumstance bonus to Perception checks against creatures that are suffering from an emotion effect or the frightened condition.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871665"
      },
      {
         "id":"e8d5e5e4-8a34-43a0-82c1-1873f7167519",
         "name":"Empathic Echo",
         "level":14,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<br><b>Frequency</b> once per round<br><b>Requirements</b> You are under the effects of emotional fervor<hr>Your bond with your allies allows you to share the effects of your emotional fervor with them, invoking in your ally a reflection of the emotions you are experiencing. Pick one ally within 30 feet, you grant them the effect of your emotional fervor until your next turn. They share the same emotional focus as you if one is needed and if your fervor ends, it ends for the ally you chose as well.",
         "traits":"Archetype, Concentrate, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871665"
      },
      {
         "id":"989a52a0-4419-4b11-b70e-2a9fe90c1c53",
         "name":"Empathic Relations",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication, master in Diplomacy<hr>Using your magical connection to your own emotions, you can connect to the emotions other’s are experiencing more easily. If you engage in conversation with someone, you can use Diplomacy to Sense Motive instead of Perception. If the creature you use Sense Motive against is currently experiencing the emotion that matches the emotional state you picked when you took this archetype, as determined by the GM, you gain a +2 circumstance bonus to your check.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Diplomacy":6
         },
         "databaseID":1,
         "timestamp":"1774623871666"
      },
      {
         "id":"6eb7738d-f323-4104-af06-bdc734f7a60e",
         "name":"Enchanted Exhibition",
         "level":10,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication<br><b>Frequency</b> once per day<hr>You spend 10 minutes creating a magically infused piece of art or enchanting an existing piece of art in your possession with magic. When you do so, Cast a Spell that takes 2 actions or less to cast from one of your spell slots, but the spell does not take effect immediately and is instead imbued into the work of art and it gains the contingency trait. You can spend a single Interact action to fix the art on a flat surface and designate a trigger. While your art is fixed in this way, you gain the Exhibit A reaction. Your imbued art remains imbued until your next daily preparations.",
         "traits":"Archetype, Contingency, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871666",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"f233e910-6e03-4b70-a87c-4a5bc9fe0733"
            }
         ]
      },
      {
         "id":"557d0152-b7b3-4640-93e1-58750be93240",
         "name":"Encouraging Coercion",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication, master in Intimidation<hr>Using your magical connection to your own emotions, you can manipulate the emotions other’s more easily with your own. When you Coerce a creature, you play on their emotions to counteract leaving a bad impression on them so they do not become unfriendly after you successfully Coerce them. If the creature is experiencing the emotion that matches the emotional state you picked when you took this archetype, as determined by the GM, you gain a +2 circumstance bonus to your Coerce.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":6
         },
         "databaseID":1,
         "timestamp":"1774623871666"
      },
      {
         "id":"062a6605-cd09-4e8a-828f-5ba2385ef1c9",
         "name":"Endemic Collector",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "ARCHETYPE_HERBALIST_Endemic Herbs"
         ],
         "textDescription":"<b>Prerequisites</b> Endemic Herbs, expert in Survival<hr>You have learned to find herbs of a certain variety while on the road. You can spend 10 minutes in a terrain other than the one you used to collect your herbs for Endemic Herbs to change your selection to the corresponding terrain instead of the terrain where you made your daily preparations.<br><br>In addition, you can attempt a Survival check against a hard DC of your level to attempt to find herbs that would produce the effects of a terrain you are not in, such as a mountain effect in a forest or an aquatic effect while underground. The GM may choose to adjust this to a very hard DC if you attempt to find herbs in an environment that would be near impossible (such as arctic or aquatic herbs in a desert or forest herbs in a cave).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774623871666"
      },
      {
         "id":"6ab328dc-05bb-4d27-b93e-fdd01ca3c33a",
         "name":"Energy Inversion",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Wellspring Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Wellspring Mage Dedication<hr>Your spells warp and change to contradictory types, like freezing flames or acidic lightning. When you cast a spell that deals damage, roll 1d10 and compare to the results below to see what kind of damage it deals. If a spell deals more than one type of damage, one of the damage types of your choice is replaced with the result.<br><ol><li>Fire</li><li>Cold</li><li>Electricity</li><li>Poison</li><li>Acid</li><li>Mental</li><li>Negative</li><li>Sonic</li><li>Force</li><li>Physical</li></ol>",
         "traits":"Archetype, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871667"
      },
      {
         "id":"fc255c30-8b26-4fe5-b775-7308518e8b35",
         "name":"Equanimity",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<hr>Your familiarity and understanding of your own emotions makes it harder for others to sway your feelings. You gain a +1 circumstance bonus to all saving throws against emotion effects. This bonus increases to +2 when you are under the effects of emotional fervor.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871667"
      },
      {
         "id":"0f8665c2-d3c8-42e2-a9db-5f28ac77bdd3",
         "name":"Essential Oils Mixology",
         "level":6,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication<hr>When you create a scent, you can prepare it as an elixir instead. A scent elixir loses the oil trait and gains the elixir traits. You can drink an elixir by Interacting with one hand. When you drink an elixir scent, the duration of the scent does not start immediately but instead onsets between 1 and 10 minutes after it is ingested. The duration of the effect does not start until this onset time has elapsed but you decide a trigger for when the onset takes place within the allotted time and can activate it as a free action. You can only delay the onset of one elixir you drink at a time and if you drink another elixir while you have one delayed, it has no effect. If you are a master in Crafting, you can delay the onset up to 1 hour, and if you are legendary in Crafting you can delay the onset up to 4 hours.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871667"
      },
      {
         "id":"68d31aa2-ec46-4e20-bc76-9e894e9bdbb0",
         "name":"Even More Magical!",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "d6a74125-96f9-4e7f-8314-694c14decdbf"
         ],
         "textDescription":"<b>Prerequisites</b> It Works Like Magic!<br><b>Requirements</b> You are holding or wearing an item that you Crafted that has the magical trait and you are carrying enough precious material to meet the craft requirement to Craft a standard-grade weapon.<hr>When using It Works Like Magic! you can have your item count as a material for which a low-grade weapon doesn’t exist, such as adamantine.",
         "traits":"Archetype, Concentrate, Magical, Transmutation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871667"
      },
      {
         "id":"2b10aa4e-9358-4915-94b2-fae92f5f8a15",
         "name":"Expert Aromatics",
         "level":6,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication, expert in Crafting<hr>Your advanced alchemy level for items you can create from this archetype increases to your level –3. You gain the formulas for antidote and antiplague as soon as your advanced alchemy level is high enough to create them: lesser at 4th level, moderate at 9th level, greater at 13th level, and major at 17th level. You can create these items with advanced alchemy even though they do not possess the olfactory trait.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774623871668"
      },
      {
         "id":"4ebc6762-ae2b-4eff-860a-757eaa778030",
         "name":"Expert Scribe",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "GENERAL_Magical Crafting"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication, Magical Crafting, trained in Arcana, Nature, Occultism, or Religion<hr>Your work with using scrolls has led to an understanding of how to make them. You gain a spellbook and you can Learn a Spell even if you don’t have the Cast a Spell activity, allowing you to learn spells and Craft scrolls of them. You can add spells you learn to your spellbook and can use your spellbook for reference to Craft scrolls. Spells you learn in this way must come from a tradition in which you have the corresponding skill trained.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Arcana||Nature||Occultism||Religion":2
         },
         "databaseID":1,
         "timestamp":"1774623871668"
      },
      {
         "id":"6d7cd5b6-9caf-4155-b2d5-ee8e64f83c7c",
         "name":"Exploding Splinters",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "d06ab5c6-1d60-41fb-b90d-d28f98000f21"
         ],
         "textDescription":"<b>Prerequisites</b> Rain of Splinters<hr>The wood of your shield hasn’t changed, but the force they are hit with sure has. When you use Rain of Splinters, it affects all creatures in a 15-foot cone that includes the target, the piercing damage is increased to 5d6, and the persistent bleed damage on critical failure increases to 2d6.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871668"
      },
      {
         "id":"6a94154d-6c0f-4cb6-9ef3-26e048fc2cd6",
         "name":"Extraordinary Wares",
         "level":6,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>You dabble in the creation of magic consumables, selling them alongside your mundane gear with pride. Select two types of consumable items—a type of alchemical item, gadgets, potions or talismans. You gain a formula book and learn the formulas for 2 common items of each type of your level or lower. During your daily preparations, you can create two temporary consumables from this list that last until your next daily preparations. These consumables cannot be sold and have no value.<br><br>When you Restock, you can choose to replace one of your normal 5 created items with a consumable from your formula book of your level or lower. This consumable can be used as your Wares for feats and for the purposes of Selling your Wares or used for its normal purposes. The consumable lasts until consumed, you Sell your Wares, or you Restock.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871669"
      },
      {
         "id":"081984ed-d08c-4fd7-b938-8da84ece8402",
         "name":"Familiar",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequissites</b> Cathartic Mage Dedication<hr>You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871669",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"WIZARD_Familiar"
            }
         ]
      },
      {
         "id":"b8bc6e2d-3ad5-4a1b-8357-60c04c447adc",
         "name":"Familiar",
         "level":4,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871669",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"SORCERER_Familiar",
               "reference":"ee216270-115d-4b54-9aef-2e4b721275fb"
            }
         ]
      },
      {
         "id":"c378e68f-7628-4a10-9e64-dac25dfca8a2",
         "name":"Familiar Mascot",
         "level":6,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequissites</b> Clown Dedication, a familiar<hr>Your familiar is the heart and soul of your adventuring team. When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871669"
      },
      {
         "id":"0115a24c-b6a5-49a6-834a-9be67a4d087c",
         "name":"Familiar Terrain",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication<hr>While you are partial to certain terrains, you also find yourself near other terrains of similar nature. You gain two familiar terrains, which allow you to use actions or abilities that would normally require you or other creatures to be in your favored terrain while you are in those terrains. You do not gain any other benefits of these terrains.<br><br><b>Special</b> If you have Terrain Master, you can temporarily replace your familiar terrains as part of the same 1 hour activity.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871670"
      },
      {
         "id":"7ddace3d-b9ae-4766-97e8-1dcd2443d849",
         "name":"Fear the Reaper",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>You are renowned for your inevitability, and when people know they are marked, they despair. When a creature within 30 feet of you is Marked for Death or comes within 30 feet of you after being Marked for Death, it must attempt a Will save against your class DC or spell DC, whichever is higher. Creatures within 30 feet of you that attempt to help the ally you have marked, either directly or indirectly, also must attempt this Will save after they complete the helpful action. Regardless of the result, the creature is then immune to Fear the Reaper for 1 day.<br><br><b>Critical Success</b> The creature is unaffected.<br><b>Success</b> The creature is frightened 1.<br><b>Failure</b> The creature is frightened 2.<br><b>Critical Failure</b> The creature is frightened 4.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871670"
      },
      {
         "id":"d77e3bbc-77f5-4cf4-9921-3d40a0048fd4",
         "name":"Fearless Leader",
         "level":12,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Trigger</b> Two or more creatures have attempted a melee attack against you since the end of your last turn.<br><b>Requirements</b> You are in a non-trivial combat encounter with spectators.<hr>You take the brunt of the enemy’s ire as you charge into battle, inspiring your allies to follow your lead. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. If you succeed, you and allies within a 30-foot emanation around you gain a +2 status bonus to Will saving throws against mental effects for 1 minute.",
         "traits":"Archetype, Aura, Emotion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871670"
      },
      {
         "id":"fdf6e968-40ab-4350-9019-726665d3b196",
         "name":"Fields of Verve",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Requirements</b> You have temporary Hit Points from your plains terrain attunement.<hr>The wide open plains of the world are full of vitality, and bolstered health makes for an easy way across them. You regain Hit Points equal to the number of temporary Hit Points you have from your plains terrain attunement and can immediately attempt a save against one disease affecting you.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871671"
      },
      {
         "id":"88ef194b-53e3-4cf5-98fe-d5bffa562166",
         "name":"Fight as One",
         "level":12,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "ARCHETYPE_MARSHAL_To Battle! or"
         ],
         "textDescription":"<b>Prerequisites</b> To Battle!<br><b>Trigger</b> An ally used your To Battle! to make a successful Strike against an enemy.<br><b>Requirements</b> You are capable of making a Strike against the triggering enemy.<hr>You and your ally fight together. You Strike the same enemy. If your Strike is a ranged Strike, the enemy must be within the first range increment. If this Strike is successful, combine the damage of the triggering Strike and your Strike for the purposes of resistances and weaknesses.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871671"
      },
      {
         "id":"f0854c5b-6c66-4558-892f-a486b0e12fbd",
         "name":"Flash Mob",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication",
            "320a078c-5b9b-45f0-b746-feda935d264e"
         ],
         "textDescription":"<b>Prerequisites</b> Crew Leader, Gladiator Dedication<br><b>Requirements</b> Your crew is in Labor Formation, is not fatigued, and you can communicate with your crew.<hr>You call out to your crew to show their support by mobbing the battlefield. They rush around you as noncombatants, celebrating your glorious performance on the battlefield. Until the end of your next turn, the area around you in a 5-foot emanation is difficult terrain for your foes if your crew is 4 squares, a 10-foot emanation if your crew is 9 squares, and a 15-foot emanation if your crew is 16 squares. The affected area becomes greater difficult terrain instead of difficult terrain if you have a Professional Crew. While surrounding you, your crew can be attacked and damaged in combat as though they are in Battle Formation, though they are not considered in Battle Formation for any other purpose. Afterward, your crew retreats from the battlefield and is fatigued for 1 hour.",
         "traits":"Archetype, Auditory, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871671"
      },
      {
         "id":"c1605d56-f8bb-4f63-ae00-5dbf15c29732",
         "name":"Floorfizzle Crackers Display",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication<hr>You unleash a flurry of sparks that dance and hop in an area, making it potentially dangerous to walk through. You gain the Floorfizzle Crackers fireworks display.<br><br><b>Floorfizzle Crackers</b> [2a to 3a] (fire) <b>Cost</b> 2 or 3 batches of infused reagents; <b>Effect</b> You create dangerous areas of crackling fireworks that skip and explode around the floor. You must spend 2 reagents if you used the 2-action version of this ability or 3 reagents if you used the 3-action version. You create a number of 10-foot bursts equal to the number of actions and reagents you spent within 30 feet of you. The area becomes hazardous terrain for 1 minute and creatures in the area when the fireworks go off take 3d6 fire damage on a basic Reflex save against your fireworks display DC. This damage increases to 4d6 if you are an expert in Fireworks Lore, 5d6 damage if you are a master in Fireworks Lore, or 7d6 damage if you are legendary in Fireworks Lore. If a creature would be inside more than one burst, they are only affected by the initial fire damage once. A creature that fails its saving throw is dazzled for 1 round and fascinated as long as it is dazzled or 2 rounds on a critical failure.<br><br>Creatures who move through the area take 1 fire damage for every square of the area they move into. This damage increases to 2 if you are an expert in Fireworks Lore, 3 damage if you are a master in Fireworks Lore, or 5 damage if you are legendary in Fireworks Lore.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871671"
      },
      {
         "id":"8f979ed9-fd86-4402-b225-f145eadd31fb",
         "name":"Flux Thievery",
         "level":14,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Steal Time or Time Mage Dedication; you can cast <b>slow</b><br><b>Frequency</b> once per day<br><b>Trigger</b> A creature is the target of your slow or Steal Time and does not critically succeed its save.<hr>When you take time away from another, you can use it yourself. You become quickened for the duration of the triggering effect, and can use the extra action to Seek, Stride, or Strike.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871672"
      },
      {
         "id":"9a64c55c-9ed0-41bb-afc0-0ad6311a6953",
         "name":"Flux Thievery",
         "level":14,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication",
            "ARCHETYPE_CHRONOSKIMMER_Steal Time"
         ],
         "textDescription":"<b>Prerequisites</b> Steal Time or Time Mage Dedication; you can cast <b>slow</b><br><b>Frequency</b> once per day<br><b>Trigger</b> A creature is the target of your slow or Steal Time and does not critically succeed its save.<hr>When you take time away from another, you can use it yourself. You become quickened for the duration of the triggering effect, and can use the extra action to Seek, Stride, or Strike.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871672"
      },
      {
         "id":"acb1b179-4ba7-4218-b42c-4486714b4f89",
         "name":"Forceful Fling",
         "level":10,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<hr>You put your whole body's weight behind a throw. Stride toward a creature, then make a ranged Strike with a thrown weapon against that creature. If you hit, the target is pushed 5 feet away from you, or 10 feet on a critical hit.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871672"
      },
      {
         "id":"0452f763-7ffb-489a-9789-cf719e443687",
         "name":"Forgery Fabrication",
         "level":4,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication, expert in Crafting<hr>Using your skill at creating works of visual art, you can attempt the creation of artistic forgeries in order to fool those without a keen eye for art. You can choose to take the Create Forgery downtime activity to create forgeries of art, to do so, you must select a piece of work no larger than 5 cubic square feet and you must have the proper material to create work of its medium such as acrylic paint for a painting or charcoal for a drawing. When you Create a Forgery of a piece of art, the GM rolls a secret DC 20 Crafting check. You normally must spend half the downtime needed to Craft the item to make a forgery of it, but the GM can adjust both the DC and length of downtime depending on the item you are trying to replicate. If you have a reference of the art piece you are trying to duplicate, you gain a +2 circumstance bonus to your check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the artwork and attempt a Perception or Society check against your Crafting DC can do so.<br><br>This otherwise functions just like Create Forgery except each instance of the word “document” should be changed to account for your artwork. If you are a master in Crafting, the circumstance bonus for using references to create forgeries increases to +4.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774623871672"
      },
      {
         "id":"b544c8ba-602f-4029-99aa-fdcd6587c9ef",
         "name":"Fray the Ends",
         "level":8,
         "action":1,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7"
         ],
         "textDescription":"<b>Prerequisites</b> Wandering Spider Dedication<br><b>Requirements</b> You have a dreamweb on at least one creature.<hr>Like a mental contagion, your webs can leave others vulnerable to your hostile mentality. Choose one creature you have a dreamweb on and you manifest an illusion of webs around them in a 10-foot emanation until the end of your next turn by releasing them from your dreamweb. Any creature moving through the illusion treats the squares as difficult terrain. Creatures inside difficult terrain caused by Fray the Ends take a –2 status penalty to Will saves and Perception against your dreamweb or your dreamspin actions. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion using your class DC or spell DC, whichever is higher, for its DC. If it successfully disbelieves, it ignores these effects for the remaining duration.",
         "traits":"Archetype, Dreamspin, Illusion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871673"
      },
      {
         "id":"c698042d-85f4-4aa2-b870-3f64cb1952ec",
         "name":"Frenzied Bash",
         "level":10,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<br><b>Requirements</b> You are wielding a shield.<hr>You swing your shield in a whirlwind. For each action spent on this activity, make a Strike with a shield bash or a weapon attached to your shield against a different creature. If the shield has the Shield Throw trait, you may have the shield bounce from one creature to the next, as long as each creature is within your first range increment and each attack after the first takes a cumulative –2 status penalty to its attack roll. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871673"
      },
      {
         "id":"0008ce4c-dee8-4323-93c6-8ff443abf587",
         "name":"Fulminating Shot",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per round.<br><b>Prerequisites</b> Beast Gunner Dedication<hr>You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage.",
         "traits":"Archetype, Evocation, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871673"
      },
      {
         "id":"5b0484e6-6398-497b-ba95-a65248af8329",
         "name":"Gag Item Gallery",
         "level":6,
         "action":2,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<br><b>Frequency</b> once per 10 minutes<hr>You have learned to create gag items out of balloons, pies, scarves, paper, or other similar materials. You Interact to create and draw a gag item from your backpack. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk is L regardless of what its normal Bulk value would be. The item can be used for its normal purposes, but it becomes broken after 3 rounds of use or 1 minute has passed, whichever comes first.",
         "traits":"Archetype, Manipulate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871673"
      },
      {
         "id":"9f9a9a49-bb19-41de-abf8-851c3cef5910",
         "name":"Garden Tiller",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication, expert in Nature<hr>You have learned to cultivate gardens that produce quantities of goods for you. You can spend 1 day of downtime to create a 10 foot by 10 foot garden in a settlement or area of wilderness. This garden lasts until you spend at least 1 week without tilling it. As long as you were able to visit your garden within the past week, you are treated as in wilderness when determining your daily 0batches for reagents. During your daily preparations, you can harvest up to 2 uses of fresh ingredients by visiting your garden for your Natural Medicine. If you are a master in Nature, you instead have 4 uses, and if you are legendary you instead have 6 uses. You can also use Nature to Earn Income by selling ingredients from your garden or by providing healing services to those who would purchase them using your garden and you gain a +2 circumstance bonus to your check if you use your fresh ingredients to Earn Income. If you are legendary in Nature, you can till a garden in 1 hour instead of 1 day.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature":4
         },
         "databaseID":1,
         "timestamp":"1774623871673"
      },
      {
         "id":"bc743ede-0c0c-4cd6-ad50-00ee9fea990b",
         "name":"Geomantic Globetrotter",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<hr>You have traveled all over the world and seen many types of terrain. When you Cast a Spell that would apply to two different terrain attunements, either by multiple corresponding traits or a place that counts as multiple types of terrain, you can gain the effects of both terrain attunements at once.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871674"
      },
      {
         "id":"e48aeac6-2e72-4c3f-9274-caf0b89d7f25",
         "name":"Give No Quarter",
         "level":20,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication<hr>You command those around you to attack without mercy. Until the beginning of your next turn, enemies within your marshal’s aura are flat-footed to melee attacks from your allies as long as you or another ally also have that creature within their reach.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871674"
      },
      {
         "id":"4cf90ec6-2c1a-4cfc-9ae0-210711b92828",
         "name":"Golden Age",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "ARCHETYPE_Cunning Stance||ARCHETYPE_MARSHAL_Inspiring Marshal Stance||ARCHETYPE_MARSHAL_Dread Marshal Stance"
         ],
         "textDescription":"<b>Prerequisites</b> At least one marshal feat with the stance trait<hr>You bring the promise of a glorious future wherever you go. While you are in a Marshal Stance, double the area of your marshal's aura, and double the status bonus granted to allies within the aura.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871674"
      },
      {
         "id":"7bcb87e3-55a1-4dac-91e3-c36076693080",
         "name":"Goodberry",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You gain the <i>goodberry</i> order spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by reading through your notes on herbs and plants. If you already had a focus pool, you instead increase the number of Focus Points in your focus pool by 1.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871674",
         "listCustomEffects":[
            {
               "proficiencyName":"Goodberry",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "id":"f66fc433-5493-46ae-bf9b-91181e013664",
         "name":"Green Empathy",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You can communicate with plants and fungi on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants and fungi typically can't fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants and fungi have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant or fungus using Green Empathy.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871674"
      },
      {
         "id":"623fbd37-a672-4836-a90c-52415ca0ed8f",
         "name":"Green Medicine",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You have adapted the wilderness to the trade of medicine, allowing you to create salves with quick effects. You can use Nature instead of Medicine for skill actions that normally require you to use Medicine. You can use your proficiency rank in Nature to meet the requirements of skill actions and feats that require a particular rank in Medicine. When you have access to fresh ingredients from Natural Medicine, you can apply half the circumstance bonus to Medicine skill actions other than Treat Wounds.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871675"
      },
      {
         "id":"41d2701f-2d93-4867-8b97-da25dee9c109",
         "name":"Grogrissant Roar Display",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication, master in Fireworks Lore<hr>You let out a whistling firecracker that explodes with a triumphant roar that knocks creatures flying. You gain the Grogrissant Roar fireworks display.<br><br><b>Grogrissant Roar</b> [2a] (sonic) <b>Cost</b> 2 batches of infused reagents; <b>Effect</b> Your firework shoots out 40 feet before exploding with incredible force. All creatures and objects within a 10-foot burst must make a basic Fortitude save against your fireworks display DC or be moved to the nearest edge of the burst and are pushed 5 feet away from the burst (subject to GM discretion). On a critical failure, creatures are pushed an additional 5 feet from the burst and are knocked prone. This is forced movement. If a creature or object would collide with a barrier or other creature, it and any creature it collides with take 2d6 bludgeoning damage. This damage increases to 4d6 if you are legendary in Fireworks Lore.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871675"
      },
      {
         "id":"617ff0a8-efce-4521-a51a-b52a58c320af",
         "name":"Group Therapy",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication",
            "ARCHETYPE_MEDIC_Treat Condition"
         ],
         "textDescription":"<b>Prerequisites</b> Treat Condition, master in Medicine<hr>You do well to treat people in groups. When you use Treat Condition you can treat the same condition on up to two creatures, rolling one Medicine check for each creature to be affected. If you’re legendary in Medicine you can treat the same condition on up to four creatures.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Medicine":6
         },
         "databaseID":1,
         "timestamp":"1774623871675"
      },
      {
         "id":"ea331c52-67f5-4290-a76f-a29c5f18b1bf",
         "name":"Hands Off the Merchandise!",
         "level":6,
         "action":0,
         "reqFeats":[
            "0e805329-9915-4917-97c4-df2c1f896dea",
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Payday<br><b>Trigger</b> A creature attempts to Grapple, Disarm, or Steal from you.<br><b>Requirements</b> You could use Payday against the triggering creature.<hr>You've gotten good at telling when someone is about to try something funny. You use Payday on the triggering creature. If your Strike was successful, you can immediately Create a Diversion using your Mercantile Lore for the check, and the results of your Create a Diversion applies to the triggering action.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871675"
      },
      {
         "id":"bb595ead-a139-4450-aea6-bb0ecdc5f052",
         "name":"Harvest Reagents",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "ARCHETYPE_HERBALIST_Expert Herbalism"
         ],
         "textDescription":"<b>Prerequisites</b> Expert Herbalist<hr>You have learned to make the best from plants and fungi that have been cut down. You can spend 10 minutes to gather reagents from a dead creature with the plant or fungi traits. You must succeed at a hard DC of the dead creature’s level, or a very hard DC of the dead creature’s level if it has been more than 1 hour since the creature has died or its body was damaged beyond salvaging (subject to GM discretion). If the creature has been dead for more than 1 day, your check automatically fails.<br><br><b>Critical Success</b> You can create two items you gained from the herbalist archetype of the creatures level or lower.<br><b>Success</b> As critical success, except you gain one item.<br><b>Critical Failure</b> You botch the harvest. If the creature was venomous or has similar abilities, you are affected by those effects or become fatigued if it had no such abilities.",
         "traits":"Archetype, Exploration, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871675"
      },
      {
         "id":"b57451d1-df5f-44b0-a6f8-cc4e29e7b945",
         "name":"Hasten Merge",
         "level":12,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication",
            "488c8d7a-59fc-4ce7-b464-67230a0a35d9"
         ],
         "textDescription":"<b>Prerequisites</b> Soulmerge<br><b>Frequency</b> once per round<br><b>Trigger</b> Your turn begins.<hr>You attempt to speed up the soulmerging process at great risk to your soul's integrity. You increase the stage of your Soulmerge by 1.",
         "traits":"Archetype, Concentrate, Divine, Soulstrain, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871675"
      },
      {
         "id":"b4a25d8e-3a7e-4d8d-b476-1646f08fdfa0",
         "name":"Heart Ripper",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>You have learned the death technique for removing the hearts of your marks. You learn the heart ripper mortis spell. Increase the number of Focus Points in your focus pool by 1. You become expert in occult spell attack rolls and spell DCs if you were not already.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871676",
         "listCustomEffects":[
            {
               "proficiencyName":"3f1997d3-8505-46d6-a0f2-c74a9fcb669f",
               "effectType":10,
               "bonusAmount":1,
               "reference":"6b439545-d2ba-47a2-acfc-2bc00aad1b0f"
            }
         ]
      },
      {
         "id":"cd5f5068-57ef-42dc-9ff8-2847132467a5",
         "name":"Hero's Rejuvenation",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"Your presence alone brings out heroism within people. When an ally within your marshal's aura uses a Hero Point for any reason, they regain Hit Points equal to your level plus your Charisma modifier. If they would gain more Hit Points than their maximum hit points allows, they gain the remainder in temporary Hit Points that last 1 minute. The ally is then temporarily immune to Hero's Rejuvenation until your next daily preparations.",
         "traits":"Rare, Archetype, Healing, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871676"
      },
      {
         "id":"c78dfef8-2e64-42b0-ab07-294a428edbdf",
         "name":"Hidden Danger",
         "level":8,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication<br><b>Trigger</b> A creature adjacent to you moves.<hr>You are adept at avoiding hidden dangers in terrain while luring foes into them. The triggering creature must make its choice of an Athletics, Acrobatics, or Survival check against your class DC or spell DC, whichever is higher. Regardless of the result, the creature is then immune to your Hidden Danger for 1 minute.<br><br><b>Critical Success</b> The creature is unaffected.<br><b>Success</b> The creature can only move at half its Speed. If the creature is in your favored terrain it becomes clumsy 1 until the end of your next turn.<br><b>Failure</b> As success, except the target also takes a –10-foot status penalty to its Speeds. If the creature is in your favored terrain it becomes clumsy 2 until the end of your next turn.<br><b>Critical Failure</b> The creature falls prone next to you, immediately ending its movement. If the creature is in your favored terrain it takes 1d6 bludgeoning damage from the fall and is clumsy 2 until the end of your next turn. If the creature is using a climb, fly, or swim Speed to move and it would fall prone, it instead is pushed 10 feet away from you in a direction of your choice and its movement ends.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871676"
      },
      {
         "id":"62eb6bdb-fc72-468c-af5b-9f961fca4677",
         "name":"Hissing Hydra Display",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication, expert in Fireworks Lore<hr>You shoot out several shots of fireworks one by one, each leaving a dazzling trail as they shoot out at different angles. You gain the Hissing Hydra fireworks display.<br><br><b>Hissing Hydra</b> [3a] (fire, sonic) <b>Cost</b> 3 batches of infused reagents; <b>Effect</b> You unleash a volley of fireworks that fly out at different angles. All creatures in three 20-foot lines must attempt a basic Reflex save against your fireworks display DC or take 2d4 fire and 2d4 sonic damage. You can layer these lines so that they intersect, and if they do you combine the damage and any creatures affected make a single save against it.<br><br>If you are a master in Fireworks Lore, you can create four 20-foot lines, or six 20-foot lines if you are legendary in Fireworks Lore.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871676"
      },
      {
         "id":"030cb5ab-6267-4c46-97f0-4dd4990b5bc1",
         "name":"Home Field Advantage",
         "level":16,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Requirements</b> You are in a non-trivial combat encounter with spectators and at least one enemy that is frightened that can hear your spectators.<hr>You rally the crowd to voice their disapproval of your foes, distracting them. The required enemy must attempt a Will save against your Performance DC as you get your spectators to cheer you on. Your spectators continue to cheer as long as you spend a single action to Perform each turn after you have used Home Field Advantage to Sustain the crowd’s cheers. Regardless of the result, the target is temporarily immune to Home Field Advantage for 1 hour.<br><br><b>Success</b> The target is unaffected and is temporarily immune to Home Field Advantage for 1 hour.<br><b>Failure</b> The target cannot reduce its frightened condition below 1 while it can hear your spectators cheering.<br><b>Critical Failure</b> As failure, except the target increases its frightened value by 1.<br><br><b>Special</b> If you have Dead Crowd, you can use Home Field Advantage but this ability loses the auditory trait and gains the visual trait and the effect lasts as long as enemies can see the spectators.",
         "traits":"Archetype, Auditory, Emotion, Fear, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871677"
      },
      {
         "id":"e0be229f-7b54-485a-b361-eb9ac5e17f1b",
         "name":"Honk Honk",
         "level":4,
         "action":0,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<br><b>Trigger</b> An ally within 60 feet would attempt a saving throw against a mental effect.<hr>A silly sound shakes your ally out of their stupor. Immediately attempt a Performance check to Aid your ally's saving throw, using the DC of the mental effect for the DC of your Aid. If you succeed, your ally gains your Aid’s circumstance bonus to the triggering effect.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871677"
      },
      {
         "id":"ad5364d9-ff04-400a-b994-bf55be432fb6",
         "name":"Horizon Leap",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per minute<br><b>Prerequisites</b> Horizon Walker Dedication<hr>Your connection with your favored terrain is so strong that you can teleport to it. You instantly transport yourself and any items you’re wearing and holding from your current space to a clear space that is your favored terrain and that you can see within 60 feet.",
         "traits":"Archetype, Conjuration, Teleportation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871677"
      },
      {
         "id":"ff3238d8-0c15-4cfb-8660-680451ebcc04",
         "name":"Horizon Runner",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication<hr>You learned to walk the horizon so that now you can run it. When in your favored terrain, you can ignore the effects of non-magical greater difficult terrain. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain the ability to ignore non-magical greater difficult terrain for the purpose of their travel Speed. If you have the wild stride class feature, you increase the speed you gained from your favored terrain or any gained status bonus from the Horizon Walker archetype by 10 feet or gain a +10-foot status bonus to speed if your terrain didn’t grant you one of these effects.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871677"
      },
      {
         "id":"49a7706e-9abd-474b-875c-eec63e85eac6",
         "name":"Horizon's Domination",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication<hr>You are so adept in your favored terrain that you are hard to pin down. You become quickened in your favored terrain and gain the Dominion Stride action. You can only use your extra action for Dominion Stride.<br><br>DOMINION STRIDE 1a<br>CONJURATION | TELEPORT<br>You move swiftly within your favored terrain with un- tethered ability. You teleport up to a distance equal to your Speed within your line of sight that is also in your favored terrain.<br><b>Special</b> If you have Step of the Wild active, you can use Dominion Stride even if the location would not be within your favored terrain.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871677"
      },
      {
         "id":"f71f3799-c817-43ec-a7c8-993b4e29022d",
         "name":"House of Imaginary Walls",
         "level":12,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>You erect an imaginary barrier others believe to be real. You learn the <i>house of imaginary walls</i> composition cantrip.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871678",
         "listCustomEffects":[
            {
               "proficiencyName":"House of Imaginary Walls",
               "effectType":10,
               "reference":"f09297f1-76a7-4908-9745-c07dc3b5f7ee"
            }
         ]
      },
      {
         "id":"1b7047fa-05f6-4048-9ea0-0d35a590663e",
         "name":"Hover Surfing",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "828f9c35-44fc-4f93-a07a-ef0afaccfe0b"
         ],
         "textDescription":"<b>Prerequisites</b> Shield Surfing<hr>You have found a way to leverage the power of recursive magic to float on your shield. During your daily preparations you grant a shield the effect of a returning rune, even if you do not have the ability to throw your shield, allowing you to shield surf to float in the air, as the shield is pulled towards your hand while beneath your feet. You gain a fly Speed equal to what your Speed would be while you would have your shield raised. You are considered to be wielding your shield even while surfing and can still Raise a Shield or use Shield Block with your shield. If your shield is destroyed while you are surfing on it, you immediately fall.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871678"
      },
      {
         "id":"994fea20-a2aa-45e0-aa56-2c827699395d",
         "name":"Hurricane Eyes",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<hr>Perhaps you’ve trained to one day take part in the Free Captains Regatta, or maybe you simply spend your days on lookout atop the crow’s nest of your ship; nevertheless, your sense of sight is finely honed at sea. You don't take circumstance penalties to attacks or Perception checks caused by any kind of precipitation, and your targeted attacks don't require a flat check to succeed against a target concealed only by such effects. During your daily preparations, you gain the effects of <i>augury</i>, except you only learn about the weather, seafaring conditions, or dangers related to bodies of water; any results of “weal” are instead “nothing,” and results of “weal and woe” are instead “woe.”",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871678"
      },
      {
         "id":"be037688-aac9-4c82-9043-fa8d05f2f447",
         "name":"I Know a Guy",
         "level":7,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a",
            "db1a30cf-f8d2-44cd-81ca-e90ab33e6c37"
         ],
         "textDescription":"<b>Prerequisites</b> Buyer’s Network<hr>You have used your connections to be able to find items even when they would be hard to find or unavailable. When you are in an area where you have connections, you can spend 1 day of downtime to attempt to find items for sale that would otherwise be unavailable, such as a scroll in a town that has outlawed magic, a rare painting by a deceased artist, or an item of your level or lower with the uncommon trait. If you do, you attempt a Mercantile Lore check against a hard DC of the items level or your level, whichever is higher. If you succeed, you can purchase the item immediately by spending its price plus an additional 10%. If you get a critical success, you can buy it for its normal price. If you are successful at your check, you can also choose to Restock as part of the same activity.",
         "traits":"Uncommon, Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871678"
      },
      {
         "id":"c055efa5-3841-4081-9d0b-fcdb6ee3ba55",
         "name":"Illustrated Demiplane",
         "level":20,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication, master in crafting<hr>Using some of the most challenging Ikonothurgy techniques known, you endeavor upon the creation of a personal demiplane formed from your own artistic genius, conjured from a landscape or interior illustration of your making. You can cast an 8th-level <i>create demiplane</i> ritual, except when you do, the following changes are applied:<br><ul><li>You do not need to be on the astral or ethereal plane to perform the ritual.</li><li>You roll Crafting in place of the skills listed for the primary check and do not require any secondary casters to perform the ritual.</li><li>There is no critical failure effect for the check.</li><li>Your illustrated demiplane gains the metamorphic trait.</li><li>When you create the Illustrated Demiplane, it lacks a key and automatically has the Portal special feature. You do not require a key to plane shift into it nor can anyone plane shift into your Illustrated Demiplane, and the portal leading into your demiplane is the piece of art used to create it.</li><li>• You can only have one Illustrated Demiplane at a time, if you create another, the previous one ceases to function. If you use a single action with the concentrate trait, you can place your hand on the artwork to transport yourself within it. If the piece of artwork used to create the demiplane is destroyed, all inhabitants of the demiplane take 20d6 damage and are shunted out of the demiplane to the nearest uninhabited square where the artwork was destroyed. Additionally, the piece of art becomes a magic item equal to your level while it is being used as a portal.</li></ul>",
         "traits":"Rare, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":6
         },
         "databaseID":1,
         "timestamp":"1774623871679"
      },
      {
         "id":"23e46cde-678e-4cb1-a680-4db840bc389a",
         "name":"Implausible Purchase",
         "level":18,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a",
            "98fdb378-3b85-408f-a0d0-b71addc9ff83"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication, Predictive Purchase<hr>It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871679"
      },
      {
         "id":"6ea09aee-18f6-4de7-880c-e656714ec330",
         "name":"Implausible Purchase",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "b38d93bf-33a5-462b-8143-ce4a36aca90e"
         ],
         "textDescription":"<b>Prerequisites</b> Predictive Purchase<hr>It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871679"
      },
      {
         "id":"e37e977b-608b-48d9-b1ed-9aa4dcfa74e8",
         "name":"Impossible Dodge",
         "level":16,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication",
            "15cc13cc-b7ec-4029-8454-3a21f7fcd4e8"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Time<br><b>Trigger</b> You would be hit with a ranged unarmed attack or weapon.<br><b>Requirements</b> You have a status bonus to AC from Bullet Time.<hr>You have learned the secret technique of bullet dancers, allowing you to move like they do. The creature that made the triggering attack roll treats their degree of success as one worse, turning a hit into a miss, and a critical hit into a normal hit. After you use this action, you leave Bullet Dancer Stance.",
         "traits":"Archetype, Misfortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871679"
      },
      {
         "id":"83e17eb0-ac42-406a-80d9-48ae37b30057",
         "name":"Improved Merge",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication",
            "488c8d7a-59fc-4ce7-b464-67230a0a35d9"
         ],
         "textDescription":"<b>Prerequisites</b> Soulmerge<hr>The capacity of your soul grows in scope and power. For each round you are in a Soulmerge, your soulforged armament is empowered depending on its type. You can only gain one soulforged empowerment per round even if you have multiple soulforged armaments.<br><br><b>Weapon</b> Your soulforged armament Strikes against incorporeal creatures, they also gain the effects of a ghost touch property rune, this does not count against the total number of runes your spellforged armament can have.<br><b>Armor</b> Your soulforged armament grants you temporary Hit Points equal to 1 plus twice the value of the armor’s potency (if any) that lasts 1 minute.<br><b>Shield</b> Your soulforged armament gains a bonus to hardness equal to half your level.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871679"
      },
      {
         "id":"738a4e74-6a16-4016-b76f-8b602baf2c3a",
         "name":"Improvised Bombs",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "GENERAL_Alchemical Crafting"
         ],
         "textDescription":"<b>Prerequisites</b> Alchemical Crafting; Scrounger Dedication<hr>You’ve worked with alchemical items enough to be able to make bombs out of whatever materials you have on hand. When you Craft a temporary bomb using Scrounger Dedication, you can create an item of your level – 3. Bombs you make as temporary items always last for 1 hour and explode at the end of that time instead of falling apart into raw components.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871680"
      },
      {
         "id":"b02bbc5b-161d-4086-ab95-d4a881746936",
         "name":"In Extremis",
         "level":20,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "GENERAL_Diehard"
         ],
         "textDescription":"<b>Prerequisites</b> Diehard, Viking Dedication<br><b>Trigger</b> You would gain the dying condition.<br><b>Frequency</b> once per day<hr>At the crux between life and death, you enter a state of clarity. For the next minute, the dying condition does not render you unconscious. You can still act and fight as normal, and make recovery checks at the start of your turns. While you have the dying condition, you become quickened and can only use the extra action to Strike. If you reach your maximum dying value, the effect ends and you instantly die.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871680"
      },
      {
         "id":"2c997930-bec6-438b-a9c7-7429f3a831dc",
         "name":"Ink-and-Vellum Armsmaster",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "63af97dd-ddd5-492b-a1d7-90c484e194fd"
         ],
         "textDescription":"<b>Prerequisites</b> Actualize Arsenal<hr>When you use Actualize Arsenal, you can choose one weapon property rune that is common or that you have access to that is of the scroll’s item level or lower and that shares a trait with the spell on the scroll required by Actualize Arsenal, which said scroll gains for as long as it has fundamental runes from Actualize Arsenal.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871680"
      },
      {
         "id":"d85d834d-bce8-4ff0-8ee0-504e8ff174fe",
         "name":"Inner Sea Auramancy",
         "level":6,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication, you have the Inner Sea Elements philosophy<br><b>Frequency</b> once per round<br><b>Trigger</b> You Cast a Spell from one of your spell slots with the air, earth, fire, or water traits.<hr>Utilizing the power of inner sea elementalism, you harness the power of overflowing elements formed into an aura. You gain an aura of elemental power that lasts until the end of your next turn. If you use Inner Sea Auramancy to create an aura while you already have an aura active, your previous aura and its effects immediately end. Choose one of the following effects. If a spell you cast would have multiple qualifying traits, you must choose one of the traits.<br><ul><li>Allies within a 10-foot emanation around you gain resistance equal to your level against damage dealt by effects matching the required trait of the element that triggered the aura.</li><li>Enemies within a 10-foot emanation around you gain a weakness equal to half your level to the trait of the element that triggered the aura.</li></ul>",
         "traits":"Archetype, Aura, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871680"
      },
      {
         "id":"9e54a5d6-b3eb-4a3f-8284-6a1ad1a8d120",
         "name":"Inspiring Marshal Edict",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "ARCHETYPE_MARSHAL_Inspiring Marshal Stance"
         ],
         "textDescription":"<b>Prerequisites</b> Inspiring Marshal Stance, expert in Diplomacy<br><b>Requirements</b> You are in Inspiring Marshal Stance.<hr>You cry out for your allies to stand resolute. Until the start of your next turn, you and allies within your marshal's aura gain resistance 2 to physical damage. If you are a master in Diplomacy, the resistance increases to 3, and if you are legendary the resistance increases to 5.",
         "traits":"Archetype, Auditory, Emotion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Diplomacy":4
         },
         "databaseID":1,
         "timestamp":"1774623871680"
      },
      {
         "id":"95ca8302-4a45-4e36-8a64-cf3d337f2960",
         "name":"Instant Opening",
         "level":16,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<hr>You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.",
         "traits":"Archetype, Concentration, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871681"
      },
      {
         "id":"1f17ce1f-a29f-4caf-a0c8-353d4345d1b0",
         "name":"Interchangeable Elements",
         "level":12,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per day<br><b>Prerequisites</b> At least one of the metamagic feats from the elementalist archetype<br><b>Trigger</b> Your turn begins.<hr>You are so fluent in the elements, you can interchange your elemental magic on a whim. Until the end of your turn, you gain a single metamagic feat from the elementalist archetype that you meet the prerequisites for.",
         "traits":"Archetype, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871681"
      },
      {
         "id":"f61426f7-f90e-4dd1-b1c7-6d016696dd38",
         "name":"Intimidating Strike",
         "level":4,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<hr>Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.",
         "traits":"Archetype, Emotion, Fear, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871681"
      },
      {
         "id":"c70683eb-d9b3-4676-ac73-d3a2495a49e0",
         "name":"Into the Unknown",
         "level":10,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per day<br><b>Prerequisites</b> Horizon Walker Dedication<hr>You stir up a cloud of particulate matter, causing uncertainty and fear. This cloud is a 15-foot burst centered on a corner of your space that obscures sight and lasts for 1 minute. All creatures within the area become concealed, and all creatures outside the area become concealed to creatures within it. If you’re in your favored terrain, you ignore this concealment. You can Dismiss the cloud. Enemies in the initial area and that end their turn within the area must attempt a Will save against your class DC or spell DC, whichever is higher.<br><br><b>Critical Success</b> The target is unaffected.<br><b>Success</b> The target is stunned 1.<br><b>Failure</b> The target is confused for as long as it remains in the area and 1 round after it leaves. It can attempt a new save at the end of each of its turns to end the confusion, but it takes a –2 status penalty while it remains in the area.<br><b>Critical Failure</b> As failure, except the target cannot save to end early.",
         "traits":"Archetype, Emotion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871681"
      },
      {
         "id":"46b473d2-8bdd-460e-ab95-5d55580da6fc",
         "name":"Invigorated Kill",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>After you succeed at taking down your mark, you are invigorated. When you reduce a creature you Marked for Death to 0 Hit Points, you become quickened until the end of your next turn. You can use your extra action only as part of Mark for Death or actions and activities that allow you to Mark for Death as part of the activity.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871681"
      },
      {
         "id":"d6a74125-96f9-4e7f-8314-694c14decdbf",
         "name":"It Works Like Magic!",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "f6441b33-28bd-4e9e-bc35-d170c0ef059d"
         ],
         "textDescription":"<b>Prerequisites</b> Magic in All Things<hr>Requirements You are holding or wearing an item that you Crafted that has the magical trait and you are carrying enough precious material to meet the craft requirement to Craft a low-grade weapon of it.<br><br>You have built in a unique property that makes the magical items you Craft open to taking on the properties of precious materials for a limited time. While you are holding or wearing a magical item that you Crafted, concentrate on a precious material that you are carrying for which you can Craft a low-grade weapon. Your item counts as that material for the purposes of triggering weaknesses until the start of your next turn. You can only use It Works Like Magic! on one item at a time.",
         "traits":"Archetype, Concentrate, Magical, Transmutation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871682"
      },
      {
         "id":"5875e6b8-0974-4f8d-a58b-529a3d786d59",
         "name":"Jaws of Life",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MEDIC_Medic Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Medic Dedication, trained in Athletics<br><b>Requirements</b> Your last action was a successful Battle Medicine, Administer First Aid, or Treat Condition on a creature who is grabbed or restrained.<hr>You use your disaster training to remove your patient from danger. Attempt a counteract check against one of the required conditions. Use your Medicine modifier as your counteract modifier, and your counteract level is equal to half your level (rounded up). The counteract DC for the condition is usually equal to the modifier of the Strike, ability, or effect plus 10 or the DC of the effect if it had a DC.<br><br><b>Critical Success</b> The required creature loses the grabbed and restrained conditions.<br><b>Success</b> The required creature loses the grabbed condition or reduces the restrained condition to grabbed.<br><b>Critical Failure</b> The required creature takes 1d8 bludgeoning damage as you struggle to pry them free.",
         "traits":"Archetype, Manipulate, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774623871682"
      },
      {
         "id":"0729c416-9630-4e1a-b20a-d2e1e6a523a5",
         "name":"Joker Immunity",
         "level":20,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>As allies drop to their knees, weeping over your death, you appear behind and sobbingly agree that it was exceptionally tragic. Who are you mourning again? You've reached some sort of pseudo-immortality, allowing you to seemingly and inexplicably return to life if it's funny enough. Once per year, when you die, you can return to life completely unharmed at full Hit Points but without any of your gear or items you possessed from before you died. If you die again before a year has passed, you die permanently. When you return to life, you usually appear at a location where people are currently discussing or are aware of your demise.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871682"
      },
      {
         "id":"37bb3d2d-d8b9-477b-b1e2-362310e47c8a",
         "name":"Just Five More Minutes",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>This is it, the real reason anyone starts looking into time manipulation: more time to sleep. By slowing down your personal timeline, you only need half the normal amount of sleep each night to get the benefits of a full night’s rest. Once per day, when you would gain the fatigued condition, you can immediately remove the fatigued condition by spending your reaction and stealing the time to recover from your future self. In doing so, you are required to sleep twice as long to get the benefits of a full night’s rest and you cannot remove your fatigued condition again until you catch up on your sleep with a full night’s rest (using the adjusted amount granted by this feat as the amount of sleep that is doubled).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871682"
      },
      {
         "id":"b2c5caea-177c-4afa-b85c-7a8cce550461",
         "name":"Just Five More Minutes",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>This is it, the real reason anyone starts looking into time manipulation: more time to sleep. By slowing down your personal timeline, you only need half the normal amount of sleep each night to get the benefits of a full night’s rest. Once per day, when you would gain the fatigued condition, you can immediately remove the fatigued condition by spending your reaction and stealing the time to recover from your future self. In doing so, you are required to sleep twice as long to get the benefits of a full night’s rest and you cannot remove your fatigued condition again until you catch up on your sleep with a full night’s rest (using the adjusted amount granted by this feat as the amount of sleep that is doubled).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871682"
      },
      {
         "id":"6bb44185-d43e-4026-879c-e82e7103c656",
         "name":"Killing Spree",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<br><b>Frequency</b> once per hour<hr>Sometimes the only way out of a tight situation is to mark all that would oppose you for death. Designate up to 5 creatures you could Mark for Death in an order of your choosing, from 1st to 5th. The first creature in this order is Marked for Death by you. If a creature you Marked for Death dies within 1 minute of being marked in this way, you can Mark for Death the next creature in the order you chose as a free action with a trigger of their death so long as you meet the requirements. If there are no remaining creatures from your original selection, you can continue to Mark for Death additional creatures in this way until 1 minute has passed or you do not use Mark for Death.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871683"
      },
      {
         "id":"c899fb9a-3d2a-478c-8a82-b7f3039d65a9",
         "name":"Kinetic Blasts",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication<hr>By wielding the energy in your elemental attunement, you unleash a burst of elemental energy upon your foes. You gain the Elemental Blast action and your Elemental Blast must be of your attuned element. Your Elemental Blast does no automatically gain additional damage dice every four levels, it loses the impulse trait, and gains the trait of your spellcasting tradition if it was not primal. You use your spell attack roll and spell DC in place of your impulse attack roll and impulse save DC when determining the elemental blast’s effects and if you use the 2-action version of your Elemental Blast, you use your spellcasting ability modifier instead of your Constitution modifier.<br><b>Special</b> You can take Kinetic Blasts a second time at 8th level to increase your Elemental Blast to two damage dice, a third time at 14th level to increase your Elemental Blast to three damage dice, and a fourth time at 18th level to increase your Elemental Blast to four damage dice.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871683",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"376b0011-15bd-4187-995c-27992a53eda9"
            }
         ]
      },
      {
         "id":"f26e9659-e690-4006-acef-ff4600775f3b",
         "name":"Know No Fear",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication<hr>Your allies know that with you at their side, victory is certain and there is nothing to fear. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within your marshal’s aura. This does not stack with similar effects like Aura of Courage.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871683"
      },
      {
         "id":"ad2634ac-154d-4bd6-954c-2524aa93d86b",
         "name":"Leading Dance",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication, trained in Performance<br><b>Requirements</b> You are adjacent to an enemy.<hr>You sweep your foe into your dance. Attempt a Performance check against an adjacent enemy's Will DC. If your swashbuckler's style is battledancer and you succeed, you gain panache.<br><br><b>Critical Success</b> Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement).<br><b>Success</b> As critical success, but you both move only 5 feet.<br><b>Failure</b> The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.<br><b>Critical Failure</b> You stumble, falling prone in your space.",
         "traits":"Archetype, Move, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774623871683"
      },
      {
         "id":"0414b8d0-4208-45b2-bc91-b42e3197415e",
         "name":"Leshy Familiar",
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You gain a leshy familiar, a Tiny plant (or fungus for a fungus leshy) that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871683",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"DRUID_Leshy Familiar"
            }
         ]
      },
      {
         "id":"3762e788-3068-482c-adf2-6a6e4728efa7",
         "name":"Leshy Familiar Secrets",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time.<br><br><ul><li><b>Grasping Tendrils</b> Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.</li><li><b>Purify Air</b> Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled poison effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect.</li><li><b>Verdant Burst</b> When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The heal spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability.</li></ul>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871684",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"DRUID_Leshy Familiar Secrets"
            }
         ]
      },
      {
         "id":"c9fd9a36-1488-478f-b018-57c83e36aa8b",
         "name":"Light Sleeper",
         "level":6,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7"
         ],
         "textDescription":"<b>Prerequisites</b> Wandering Spider Dedication<hr>Your dreams have left you with many long nights awake. You treat your saving throws against effects that would cause you to fall asleep as one degree of success better, and when you take a period of rest, you need to rest for two fewer hours to get the full benefits, to a minimum of two hours of rest. When you are unconscious, you reduce the status penalties you take to AC, Perception, and Reflex saves to –2 (instead of –4). You reduce the status penalty to Perception checks from the blinded condition to –2 if you are blinded because of being unconscious.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871684"
      },
      {
         "id":"9794dd8d-5991-46f3-94e0-48964dea6d2d",
         "name":"Linnorm King-to-Be",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<br><b>Access</b> You are from the Land of the Linnorm Kings<hr>You seek nothing more than to one day slay a Linnorm in single combat and survive its curse, rising to the status of Linnorm King. You become an expert in Linnorm Lore. At 7th, and 15th levels, you gain an additional skill increase in Linnorm Lore. You gain a +1 circumstance bonus to saves against poisons and curses, or a +2 circumstance bonus if these effects came from a linnorm.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871684"
      },
      {
         "id":"3e2f1bdd-383b-49a1-89c0-96802ec97107",
         "name":"Living For The Applause",
         "level":10,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequissites</b> Clown Dedication<br><b>Frequency</b> once per day<br><b>Access</b> Members of the Firebrands at the rank of second mark or higher have access to this feat.<br><b>Trigger</b> You would be reduced to 0 Hit Points (but not immediately killed) during a combat encounter that has spectators.<hr>Nothing can stop you as long as you have an audience cheering you on. The attention reinvigorates you and keeps you from being knocked out. You remain at 1 Hit Point, and your wounded condition increases by 1.<br><br>In addition, attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, the crowd erupts in applause and cheers at your comeback, much to the dismay of your enemies. Concern for the crowd's reaction should your opponent deliver a finishing blow gives you a +1 circumstance bonus to AC until the end of your next turn. On a critical success, you don't expend your daily use of Living for the Applause and can use the reaction an additional time on the same day.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871684"
      },
      {
         "id":"1fa06569-8e30-41de-a49a-cc34c89ff012",
         "name":"Look Alive Mateys!",
         "level":14,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication; Seasoned Crew<br><b>Frequency</b> once per day<br><b>Requirements</b> You and your crew have spent at least 1 day on board a ship you are currently piloting or riding in.<hr>You give orders to your crewmates to board You form your crew into a Battle Formation anywhere on your sailing vessel and they immediately use Boarding Rampage.<br>Boarding Rampage 3a Your crew swings into battle to defend their vessel or to board an enemy ship. Your crew either Strides twice or swings on the ropes of your ship up to twice their Speed and makes a 2-action Troop Attack at the end of their movement. If your crew is a veteran crew, they can make a 3-action Troop Attack at the end of this movement.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871684"
      },
      {
         "id":"b79a4418-d669-4ea0-aeaf-30b254a0ccde",
         "name":"Mage's Aegis",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "5a0a4758-0743-45fd-953a-cff2ffff90ea"
         ],
         "textDescription":"<b>Prerequisites</b> Mage’s Pavise<hr>Constant use with Shield has taught you how to make the ephemeral screen into a physical object. If your next action is to cast the <i>shield</i> cantrip, the circumstance bonus to AC from shield increases to +3.",
         "traits":"Archetype, Concentrate, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871685"
      },
      {
         "id":"5a0a4758-0743-45fd-953a-cff2ffff90ea",
         "name":"Mage's Pavise",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication, you can cast <i>shield</i><br>You alter the casting of the <i>shield</i> cantrip, giving the shield more permanence at the cost of some versatility. After you use Shield Block from <i>shield</i> on yourself, you may attempt a DC 5 flat check. On a success, you do not need to wait 10 minutes to cast <i>shield</i> again, but your shield’s hardness is reduced by 4 until 10 minutes after using Shield Block with it. If your shield’s hardness would be reduced to 0, you automatically fail this flat check.",
         "traits":"Archetype, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871685"
      },
      {
         "id":"f4e03905-d342-4dc0-b361-b19b789689fb",
         "name":"Magic Bean",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication, legendary in Nature<hr>You have found a way to create powerful seeds or beans which contain near supernatural abilities. During your daily preparations, you can create a magic bean by expending 10 batches of reagents to do so. Your magic bean has one of the following effects, determined when you first create your magic bean. After 24 hours, your bean spoils and any lasting materials it created decompose into unworkable plant matter.<br><br><b>Impossible Growth</b> Your bean sprouts a structure of unfathomable size. You can spend an Interact action to plant the bean in the ground. After 3 rounds, the bean sprouts and creates a structure compounded from leaves, branches, or other growths in an area up to 100 feet wide, 100 feet long, and 100 feet high. You can shape the bean’s growth, and create doors, walls, or other simple non-mechanical structures. Each portion of the structure must connect to a previous portion of the structure and be contiguous.<br><b>Restorative Bean</b> Your bean has the ability to heal those who consume it. A creature that spends an Interact action to consume your magic bean gains the effects of a critical success of a legendary Treat Wounds check, including the removal of the wounded condition.<br><b>Trader's Bean</b> Promises of the bean's power can convince even the sagest to trade away their livelihoods for it. When you present the bean to a target and espouse its mysterious powers to them for 1 minute, they must make a DC 40 Will save (incapacitation, mental) or become possessed by an urge to have the bean. On a failure, they will trade gold or goods equal to the gold value of an Earn Income success at a task level 20 to acquire the bean, or an Earn Income critical success if they critically failed. If the amount of gold or goods capable of being offered is less than the amount from Earn Income, you can choose to accept a lower amount for the bean. The GM makes a DC 20 flat check to determine if your bean gains another random effect possible for your Magic Bean.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature":8
         },
         "databaseID":1,
         "timestamp":"1774623871685"
      },
      {
         "id":"d0e2bc67-5655-4224-8a27-42085c219a37",
         "name":"Magic Rounds",
         "level":8,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per round<br><b>Prerequisites</b> Beast Gunner Dedication<hr>Your Beast Gun’s inherent magical connection allows you to create magical ammo to fire through your bonded gun. When you select this feat, choose three types of common magical ammunition of 4th level or lower. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition.<br><br>When using Magic Rounds, you transform a non-magical round into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Rounds, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on a bullet, even though that magical ammunition is normally only found on bolts.<br><br><b>Special</b> You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.",
         "traits":"Archetype, Flourish, Magical, Transmutation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871685"
      },
      {
         "id":"4bc0e7f4-1084-49a8-bf56-56bc152ef862",
         "name":"Magic Treasures",
         "level":4,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>Enchanted swords, magic potions, mysterious rings, oh yes, you sell it all! When you Sell Your Wares, you can also sell any magical items you possess as part of the same activity, gaining the normal price for selling an item of its value. You gain the Trick Magic skill feat without needing to meet its prerequisites and you can use Mercantile Lore for your checks to Trick Magic Item regardless of the item’s tradition.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871685"
      },
      {
         "id":"f6441b33-28bd-4e9e-bc35-d170c0ef059d",
         "name":"Magic in All Things",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication, expert in Crafting<hr>You’ve tinkered with enough items touched by magic to realize that all materials have a small amount of magical essence that you can draw out even if you aren’t a spellcaster. You gain the Magical Crafting feat if you don’t already have it. You can add the Magical trait to any item you Craft, though doing so doesn’t automatically add any additional properties or effects to the item.",
         "traits":"Archetype, Magical, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774623871685"
      },
      {
         "id":"d73897c2-9737-4f7c-b881-85e0e5ce9231",
         "name":"Make It Rain!",
         "level":16,
         "action":3,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a",
            "0e805329-9915-4917-97c4-df2c1f896dea"
         ],
         "textDescription":"<b>Prerequisites</b> Payday<hr>You know how to make it a pay day for everyone, throwing your gold around instead of at a specific enemy. You use Payday, but instead of targeting a single creature, you can target each enemy in a 20-foot emanation making a single attack roll and comparing your result against each enemy separately, multiplying the Cost of your Payday by the number of enemies you targeted with this ability. Creatures that would be caught in more than one area of your scatter trait only take damage once. If your Payday would draw a Crowd, the entire emanation as well as the scatter area become difficult terrain, or greater difficult terrain if there were sufficient enough bystanders (subject to GM discretion).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871686"
      },
      {
         "id":"e1436e46-5b26-485f-ab61-38d8aa594ec8",
         "name":"Marauding Brutality",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "0ea49dec-25df-4347-9598-bb260da500bb"
         ],
         "textDescription":"<b>Prerequisites</b> Marauding Treachery<hr>You don't hold back, opportunistically killing those who are most afraid of you. The precision damage from Marauding Treachery becomes 2d4 or 2d6 if your target was frightened and flat-footed. A creature that takes precision damage from Marauding Treachery cannot reduce their frightened condition below 1 until they spend 1 round without taking precision damage from Marauding Treachery.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871686"
      },
      {
         "id":"0ea49dec-25df-4347-9598-bb260da500bb",
         "name":"Marauding Trechery",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<hr>You use the fear of your enemies to empower your ferocity. When you Strike a frightened creature, you deal 1d4 extra precision damage. If the creature is both frightened and flat-footed, increase the die to 1d6 precision damage.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871686"
      },
      {
         "id":"30052847-207c-4461-aeed-2b427f3b352e",
         "name":"Mark the Weak",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication",
            "10480ac6-2255-4dde-a7a2-374c8745f30a||ROGUE_Battle Assessment"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication; Battle Assessment<hr>Your assessments of your opponents allows you to identify their level of threat, and dispatch those with weaker skill. When you successfully use Battle Assessment you also determine whether the creature is below your level. When you determine that a creature’s level is below yours with a Battle Assessment, you can use Mark for Death as a single action against the target of your Battle Assessment instead of a 3-action activity. Alternatively, if the creature was already Marked for Death, you gain a +2 circumstance bonus to your Perception check from Battle Assessment.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871686"
      },
      {
         "id":"778edec7-d709-42cf-aa0e-b6ced95e9257",
         "name":"Marshal Mastery",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication, master in a skill used to enter a marshal stance and at least one marshal feat with the stance trait.<hr>Your leadership is now as steadfast and consistent. When you roll a critical failure on a check to enter a Marshal Stance, you get a failure instead.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871686"
      },
      {
         "id":"e6ebfe50-1cf2-4e40-85ed-a6fdcdae8769",
         "name":"Marshal's Citadel",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "47203415-9cd1-49d5-81d4-3fd11cea6523"
         ],
         "textDescription":"<b>Prerequisites</b> Demesne Armory<hr>Your keep grows in size and importance to reflect your leadership prowess. This may be from your armory being expanded or from you being granted a different piece of land with a larger fortress. Your demesne can now be within a space 100 feet wide, 100 feet deep, and 50 feet tall.<br><br>Your demesne armory’s lock becomes a superior lock and is invisible in addition to being hidden. Your armory can safely occupy 50 people, and contains 50 common weapons or armor of your choice, as well as any ammunition they may require. You can spend 1 day of downtime to transfer runes between armor or weapons while within your demesne armory on up to 5 weapons at a time instead of 1, and you do not need to pay the normal 10% cost or make a Craft check to transfer the rune while in your demesne armory.<br><br><b>Special</b> If you have a crew, your crew can use its Troop Attack against creatures outside your demesne armory even if they would normally be blocked by walls. They can be attacked until the beginning of their next turn if they make a Troop Attack, but they have greater cover against any attacks.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871687"
      },
      {
         "id":"20318f9b-6ce2-4a11-8a86-f05f5755526d",
         "name":"Marshal's Strike",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication<hr>You deftly hit a creature, setting them up for an ally. Make a melee Strike. If the Strike hits, the next ally to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871687"
      },
      {
         "id":"3a8061b0-bd2d-4dd2-afe4-ef5cf81d48bd",
         "name":"Master Mariner",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, master in Sailing Lore<hr>Few can match your skill behind the helm, some pirates might even call you an old salt due to your sharp wits and extensive sailing knowledge and you manage with far less than other sailors. You reduce the crew size required to pilot vessels by half or by 4, whichever is greater. You can use exploration activities while you are piloting seafaring vessels.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871687"
      },
      {
         "id":"84161ec8-c5dc-4214-96f0-ef7a14df701d",
         "name":"Mastered Emotions",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<hr>Your total understanding mastery over your emotional state is unparalleled, allowing you to avoid the brunt of your emotional turmoil. When your emotional fervor ends, you no longer experience emotional fallout, however you must still Settle your Emotions before using Catharsis again. Additionally, you treat the results of your saving throws against emotion effects as one degree better.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871687"
      },
      {
         "id":"e47f2aa9-c321-4cb8-af2c-5e633ff28f6a",
         "name":"Merchant Dedication",
         "level":2,
         "textDescription":"<b>Prerequisites</b> trained in Mercantile Lore<hr>You are a traveling merchant, a purveyor of treasure and a collector of gold. Whether in a busy city street, deep within a mysterious dungeon or lost in the ancient woods, adventurers can count on your wares to get them out of any sticky situation… if they have the coin! You become an expert in Mercantile Lore. At 7th level, you become a master in Mercantile Lore, and at 15th level, you become legendary in Mercantile Lore. Select ten common level 0 permanent items to become your Merchant Inventory. If you are in a settlement, you can spend 1 day of downtime and gold equal to half your level to Restock your Wares. You procure, create or otherwise come upon five items from your Merchant's Inventory which are your Wares. Your wares are permanent items, and can be used by your or others, but they become used wares if they are used. When you Sell your Wares, you do as part of Earn Income using your Mercantile Lore for the check. Rather than rolling to Earn Income several times if you sell multiple items, you instead consult Table A—1: Merchant Sale. If you attempt to Earn Income by selling used wares, you increase the DC of the check by 2 for each used item you attempted to sell. When you Restock, you discard all your current wares and replace them with a new set of wares from your Merchant's Inventory. You can Restock to swap items in and out of your Merchant's Inventory if you are in a settlement and spend at least 1 day of downtime.",
         "traits":"Archetype, Dedication, Downtime, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Lore: Mercantile":2
         },
         "databaseID":1,
         "timestamp":"1774623871687"
      },
      {
         "id":"09a6d447-fc22-499e-8df2-8ad7130f325b",
         "name":"Merchant Prince",
         "level":20,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a",
            "3097f391-0aea-4f2d-b3bb-1ec89f2bccc4"
         ],
         "textDescription":"<b>Prerequisite</b> Renowned Merchant<hr>Money rules the world, and you have untold amounts of gold at your disposal. You wield untold riches, and those you sell to enjoy the most luxurious of goods. You get a 50% discount on all purchases you make thanks to your impossible network of connections.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871688"
      },
      {
         "id":"71ce4f21-4aab-4718-9f22-4bc6bc9b64eb",
         "name":"Metamagical Editor",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "826bf2b1-4406-4b34-b43d-45c70052c774"
         ],
         "textDescription":"<b>Prerequisites</b> Metamagical Scribe<hr>You not only copy down metamagic, you find its flaws and revise them in editing. You gain a bard, cleric, druid, sorcerer, witch, or wizard feat with the metamagic trait that takes one action to use of your choice. For the purposes of meeting its prerequisites, your class level is equal to half your character level. You gain the Quick Revise action.<br><br>Quick Revise (concentrate, magical, manipulate) <b>Frequency</b> once per day; <b>Effect</b> You use your past annotations to inform your future edits with unparalleled speed. You use Annotate Scroll.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871688"
      },
      {
         "id":"826bf2b1-4406-4b34-b43d-45c70052c774",
         "name":"Metamagical Scribe",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication<hr>You have merged metamagic into scrolls. You gain the Annotate Scroll action and gain one 1st- or 2nd-level bard, cleric, druid, sorcerer, witch, or wizard feat with the metamagic trait that takes one action to use of your choice.<br><br>Annotate Scroll 1a (concentrate, magical,manipulate) <b>Requirements</b> You are holding a scroll<hr>You revise a scroll as you trick it. Use Trick Magic Item to activate the required scroll, then use a one-action metamagic action.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871688"
      },
      {
         "id":"d5d3e924-f865-4283-8767-347f487941a6",
         "name":"Mirage Moment",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Requirements</b> An enemy within 30 feet of you is fatigued from your desert plains attunement.<hr>The dangers of the desert are more than just heat and weariness, but the mental strain brought on by dehydration and despair is only worsened by false hope. You create the illusion of water within reach of the creature that only it can see, a bottle of fluid, a small puddle, rain, or some other easily drinkable visual effect. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion. The target must attempt a Will save against your spell DC. After a creature successfully disbelieves this effect, it cannot be targeted by your Mirage Moment for 1 day.<br><br><b>Success</b> The creature is unaffected.<br><b>Failure</b> For the first action on its next turn, the creature must use a single action to Interact to drink from your illusion. The creature can attempt to disbelieve your illusion as part of this Interact action.<br><b>Critical Failure</b> The target must use all its actions on its next turn to Interact to drink from your illusion. The creature can attempt to disbelieve your illusion on each Interact action it uses, ending this effect if it disbelieves.",
         "traits":"Archetype, Flourish, Incapacitation, Illusion, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871688"
      },
      {
         "id":"f664de24-ac95-41fe-a4a8-394e682f6590",
         "name":"Mixed Feelings",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<hr>Through a deeper understanding of your emotions, you have learned how to harness an additional emotion to fuel your magic. Pick one emotional state that you did not select when you picked the Cathartic Mage Dedication, this becomes your secondary emotional state. Your secondary emotional state does not allow you to meet prerequisites for cathartic mage feats or gain any additional benefits from feats based on your main emotional state. Your Catharsis reaction can trigger by meeting the triggers of either your primary or secondary emotional state, however you only gain the effects of the corresponding emotional state’s catharsis activation, emotional fervor and emotional fallout effects.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871688"
      },
      {
         "id":"d3f7a561-6d66-4053-b06d-9da1c00c9478",
         "name":"Mobile Fortress Palisade",
         "level":18,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication; you can cast primal spells<br><b>Frequency</b> once per day<hr>You call out to the deep roots underpinning the world, and they answer. You assume the form of a hybrid between your ancestry and a Bastion Terrapin, a giant elemental tortoise. You gain the Earth and Elemental traits. You gain 40 temporary Hit Points, and grow to Large size if you were medium or smaller, but your maximum speed is 15 feet and you cannot Swim or Fly.<br><br>Allies can Take Cover behind you. You have resistance to all damage 4 (except Mental and Force damage). This form lasts until the end of your next turn, but you can Sustain it for up to 1 minute. When you Sustain Mobile Fortress Palisade, you may Raise a Shield.",
         "traits":"Archetype, Earth, Polymorph, Primal, Wood, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871689"
      },
      {
         "id":"c22f362e-c4be-46bc-ab5b-b53ac7158892",
         "name":"Mock the Fly",
         "level":8,
         "action":1,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7",
            "ad68ab9b-93cf-4313-b6ec-48e286169c92"
         ],
         "textDescription":"<b>Prerequisites</b> Dream of Deceit<br><b>Requirements</b> You successfully used Weave the Veil against a creature and it is still affected.<hr>When you weave a web of lies, you can undermine the instincts of your prey. The target must attempt a Will save against your class DC or spell DC, whichever is higher. If you are hidden, undetected, or unnoticed, the target takes a –2 circumstance penalty to its saving throw and if it fails its save against Mock the Fly, you still remain hidden even if you would be detected. Regardless of the result, the creature is then immune to your Mock the Fly for 1 minute.<br><br><b>Critical Success</b> The creature breaks free of your dreamweb.<br><b>Success</b> The creature is unaffected.<br><b>Failure</b> The creature becomes stupefied 1 for as long as you are concealed to it.<br><b>Critical Failure</b> As failure, but the target is stupefied 2.",
         "traits":"Archetype, Auditory, Dreamspin, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871689"
      },
      {
         "id":"4330b362-7d35-40d2-9b96-36e8551d98e4",
         "name":"More Than You Bargained For",
         "level":8,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication, master in Thievery<hr>Others see merchants as easy-to-rob targets, but you haven't gotten to where you are by being a simple mark. Before rolling initiative for an encounter, you can choose to go last in initiative and give yourself the flat-footed condition. If you do, all opponents of your level or lower that you have not taken a hostile action against are flat-footed to you for 1 round or until you take a hostile action. If you make a successful Strike against a flat-footed enemy during this time, you can attempt a Thievery check to Steal from them as a reaction.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Thievery":6
         },
         "databaseID":1,
         "timestamp":"1774623871689"
      },
      {
         "id":"977a40b5-7653-46fb-a749-f54e5ba2ee6c",
         "name":"Muscle Mimicry",
         "level":7,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication; master in Deception and trained in Athletics<br><b>Trigger</b> An enemy makes a successful Disarm, Escape, Grapple, Shove, or Trip attempt.<hr>Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn.",
         "traits":"Archetype, Concentration, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871689"
      },
      {
         "id":"dab74199-1c06-4c0e-a75f-5af3d3332cff",
         "name":"Not So Close!",
         "level":8,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Trigger</b> A creature attempts to Grapple you or give you the grabbed condition.<br><b>Requirements</b> You are able to make a melee Strike against the creature.<hr>You are careful about keeping distance between you and your enemies. Make a melee Strike against the triggering creature. If the attack is a critical hit, you disrupt the action.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871690"
      },
      {
         "id":"718fbcf5-52e3-4da6-97eb-d3bd565cf2ca",
         "name":"Nothing Up My Sleeves",
         "level":7,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication, master in Thievery<hr>Your skill with your hands is so incredible it borders on supernatural. Your hands and sleeves count as an extra-dimensional space that can carry up to 1 Bulk between them and items in your sleeves are considered concealed. You can move items between hands or sleeves accurately as a free-action that cannot be noticed by observers. Despite this being an extra dimensional space, it has breathable air and can function as a familiar satchel.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Thievery":6
         },
         "databaseID":1,
         "timestamp":"1774623871690"
      },
      {
         "id":"94a529bc-a4ef-484d-a3f5-d69d5d438131",
         "name":"Offensive Odors",
         "level":6,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication<hr>You learn to make scents that you can apply to melee weapons, causing an effect when attacks are made with them. Choose one of the following simple scents to add to your formula book which can be applied to melee weapons.<br><br><b>Bloody Scent</b> (alchemical, consumable, mental, oil, olfactory) <b>Activate</b> 2a Interact; <b>Effect</b> This bitter smell lasts for 5 rounds when applied to a melee weapon and makes a creature think it is bleeding. The first time a creature fails to deal damage with a Strike against another creature with the applied weapon, the target must attempt a Will save against your scent DC. If the target is unable to bleed, they are immune to this effect and if you critically fail an attack roll with the applied weapon the scent is lost. Regardless of the result, the target is then temporarily immune to Bloody Scent for 1 day.<br><br><b>Failure</b> The target is distracted, thinking you have grievously injured it. The target is frightened 1 and flat-footed to the next melee Strike you make against it this turn.<br><b>Critical Failure</b> The target is frightened 1 and flat-footed as long as they are frightened.<br><br><b>Disgusting Scent</b> (alchemical, consumable, oil, olfactory) <b>Activate</b> 2a Interact; <b>Effect</b> This grotesque smell lasts for 5 rounds when applied to a melee weapon and churns the stomach of creatures you attack. The first time a creature deals damage with a Strike against another creature with the applied weapon, the target must attempt a Fortitude save against your scent DC. The target is temporarily immune to Disgusting Scent for 1 day.<br><br><b>Failure</b> The target is sickened 1.<br><b>Critical Failure</b> The target is sickened 1 and is dazzled as long as it's sickened.<br><br><b>Irritating Scent</b> (alchemical, consumable, mental, oil, olfactory) <b>Activate</b> 2a Interact; <b>Effect</b> This tingling smell lasts for 5 rounds when applied to a melee weapon and causes sneezing. The first time a creature deals damage with a Strike against another creature with the applied weapon, the target must attempt a Will save against your scent DC. The target is temporarily immune to Irritating Scent for 1 day.<br><b>Failure</b> The target is stupefied 1 and fascinated by the smell for 1 round.<br><b>Critical Failure</b> The target is stupefied 1 and fascinated by the smell for 2 rounds.<br><br><b>Special</b> You can select this feat more than once. Each time you do, you select a simple scent you do not already know.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871690"
      },
      {
         "id":"bdcd0b08-0195-47f7-99f3-0941c77ab6d8",
         "name":"One More Activation",
         "level":8,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can Activate an Item you've invested even after you've used that activation the maximum number of times for its frequency. You can do so only if the item's level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven't already used the activation this round.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871690"
      },
      {
         "id":"9367dae1-34fb-44d5-84ee-86195a9a18c0",
         "name":"One With the Wellspring",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_Wellspring Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Wellspring Mage Dedication<hr>You transcend to become an eternal avatar of the inherent chaos of magic. The flat check from Wellspring Mage Dedication is 2 instead of 6.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871690"
      },
      {
         "id":"308f7682-9bc8-4bf8-ace7-4ce9b83f924a",
         "name":"Optical Illusionist",
         "level":4,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication<hr>Tricking the eye using subtle yet clever tricks meant to obscure and fascinate is the essence of optical illusions. As an aficionado of such techniques in your work you have learned to infuse it into your magic. You gain a +2 circumstance bonus to your saving throws against illusions or visual effects and to checks to disbelieve illusions. Additionally, when you create an illusion that also has the visual trait, targets take a –1 status penalty to disbelieve your illusions if they used the Seek action to disbelieve.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871690"
      },
      {
         "id":"ec25f3fb-0c42-4c1e-962d-10b2aa805d51",
         "name":"Ostentatious Reload",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication; trained in Performance<br><b>Access</b> Members of the Firebrands at the rank of second mark or higher have access to this feat.<br><b>Requirements</b> You're wielding two one-handed firearms.<hr>Every good Firebrand knows that style can be as important as substance—so long as you don't screw up the delivery. Make a Performance check against an easy DC for your level as you spin your guns around and juggle ammunition to reload them.<br><br><b>Critical Success</b> You Interact to reload up to two firearms you are currently wielding.<br><b>Success</b> You Interact to reload a single firearm you are currently wielding.<br><b>Failure</b> You drop one of the required firearms and a round of ammunition on the ground in your space.<br><b>Critical Failure</b> You drop both firearms and two rounds on the ground in your space.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774623871691"
      },
      {
         "id":"de05d225-f453-4e23-9f13-8bd211d5f0fe",
         "name":"Ouroboros Bastion",
         "level":20,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "GENERAL_Quick Repair"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication; Quick Repair; legendary in Crafting<br><b>Requirements</b> You are wielding a repair kit, or you are wearing one and have a hand free.<hr>You are prepared to continually repair your shield, mending it almost as quickly as it takes damage. At the beginning of each turn you are in this stance, you can use Repair on a shield you are wielding as a free action and while you are wielding your shield it is considered to be on a flat surface.",
         "traits":"Archetype, Stance, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":8
         },
         "databaseID":1,
         "timestamp":"1774623871691"
      },
      {
         "id":"f7fe23b1-86e6-41f2-a097-96a1ac6b753d",
         "name":"Outsider Intuition",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication, expert in religion<hr>Your dedication to your soul path allows you an insight to the divine and those whose souls form their physical bodies, such as outsiders. You gain a +1 circumstance bonus to Recall Knowledge checks on celestials, fiends, monitors, or psychopomps. In addition, when you successfully Recall Knowledge against one of the listed creatures, you gain a +2 circumstance bonus to your next Sense Motive against them and if you get a critical failure on your Sense Motive, you get a failure instead.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774623871691"
      },
      {
         "id":"a26c2092-f2b7-4963-b717-21ea3de52827",
         "name":"Overcharge Elements",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication, ability to cast focus spells<hr>You've learned how to overcharge elemental spells, allowing it to overcome resistances. You gain the <i>overcharge elements</i> focus spell. Increase the number of Focus Points in your focus pool by 1.",
         "traits":"Archetype, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871691",
         "listCustomEffects":[
            {
               "proficiencyName":"1e12ba7a-ec16-4ab2-b581-fe75f514378f",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "id":"d870e7b1-f5f5-46a0-ba5d-be5daccf7d95",
         "name":"Overdraw Cache",
         "level":10,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "ARCHETYPE_SCROLL TRICKSTER_Basic Scroll Cache"
         ],
         "textDescription":"<b>Prerequisites</b> Basic Scroll Cache<br><b>Frequency</b> once per day<br><b>Trigger</b> Your turn begins.<br><b>Requirements</b> You have expended a temporary scroll made from a scroll trickster feat since you last performed your daily preparations.<hr>You pull an extra copy of the magical scraps from your cache. Choose one of the required temporary scrolls. You make a new instance of that scroll, which can appear in your hand or on your person. If you can put temporary scrolls on inscribed items, you can put it on such an inscribed item. This overdrawn scroll dissipates at the start of your next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871691"
      },
      {
         "id":"2a1b9655-1cda-4e03-9b9a-d46e1e06a191",
         "name":"Overlapped Inscriptions",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "ARCHETYPE_SCROLL TRICKSTER_Basic Scroll Cache"
         ],
         "textDescription":"<b>Prerequisites</b> Basic Scroll Cache or another scroll trickster feat that allows you to make temporary scrolls<hr>Your skill with inscribed items allows you to use different inks, scripts, fonts, or similar differentiation to double-up on your inscriptions. During your daily preparations, choose up to two items in your possession with the inscribed trait. You can put temporary scrolls from scroll trickster feats on the chosen items until your next daily preparations, and can put such a temporary scroll on an inscribed item that already has a scroll inscribed on it. If you do, you can cast either scroll inscribed on it, and it counts as having the higher of the two spell levels of the scrolls inscribed on it for the purposes of determining effects (such as Warding Targe).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871691"
      },
      {
         "id":"eeba46e3-9ae1-496c-bb12-e63104885dfa",
         "name":"Overwhelming Outburst",
         "level":10,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<br><b>Frequency</b> once per day<hr>The intensity of your emotional fervor empowers your magic, enhancing the next spell you cast by weaving your overflowing emotions into it. If your next action is to Cast a Spell from your spell slots, you heighten the level of the spell you are casting by however many rounds you have left in your emotional fervor. For instance, if you had 2 rounds left of emotional fervor, you would heighten the spell by 2 levels. You cannot heighten a spell to a spell level higher than you are able to cast. After casting the heightened spell, you immediately end your emotional fervor and enter emotional fallout.",
         "traits":"Archetype, Concentrate, Magical, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871691"
      },
      {
         "id":"03485f08-232d-4e24-85a5-2cde6751601f",
         "name":"Parallel Collision",
         "level":14,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<br><b>Frequency</b> once per hour<hr>You foresee different parallel universes, and select the path that results in dealing the greatest damage. The next Strike you hit this turn, you roll all of the damage of your Strike twice and take the better results between the two. You only roll damage from your Strike for these rolls and not any additional effects from other sources, such as the spell from a Spellstrike. If you don't hit with a Strike this turn, you refund your use of Parallel Collision.",
         "traits":"Archetype, Fortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871692"
      },
      {
         "id":"bb41c152-2956-4272-a246-dd8511795687",
         "name":"Parallel Knowledge",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>You spread your thoughts across two timelines, gaining information from both. Until the end of the turn, when you Recall Knowledge, the GM rolls the die twice and takes the higher result. ",
         "traits":"Archetype, Concentrate, Fortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871692"
      },
      {
         "id":"e1d9f42e-e957-4499-b30c-4a9e16ddc5cc",
         "name":"Parallel Knowledge",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>You spread your thoughts across two timelines, gaining information from both. Until the end of the turn, when you Recall Knowledge, the GM rolls the die twice and takes the higher result.",
         "traits":"Archetype, Concentrate, Fortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871692"
      },
      {
         "id":"359b5bb4-e732-46c3-8a4a-6d21a8c47aed",
         "name":"Paranormal Pigments",
         "level":6,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication, expert in crafting<hr>While some artists utilize store-bought materials, some prefer to create their own pigments to work with, and you do so using your eldritch artistry. You gain the formulas for all colorful coatings. Each day during your daily preparations, you can create two temporary colorful coatings from your formula book. When you create colorful coatings in this way, they lose the alchemical trait and gain the magical trait.<br><br>Additionally, colorful coatings prepared this way don’t cost you any resources to Craft and don’t have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven’t already used them. Your skill in producing and applying pigment to canvas also allows you to cover a wider range with colorful coatings, increasing the area a colorful coating covers to a 5-foot burst. If you are a master in Crafting you can create three colorful coatings and the area increases to a 10-foot burst. If you are legendary in crafting this, you can create four colorful coatings and the area increases to a 15-foot burst.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774623871692"
      },
      {
         "id":"8f6cefee-6dbe-4bc9-a388-cedcc4a7bdd6",
         "name":"Pause Wound",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<br><b>Requirements</b> You would take persistent damage at the end of your turn.<hr>You keep your wounds from growing by temporarily stopping time on them. At the end of this turn, you do not take persistent damage, and you do not roll the flat check to recover from persistent damage.",
         "traits":"Archetype, Concentrate, Magical, Transmutation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871692"
      },
      {
         "id":"0e805329-9915-4917-97c4-df2c1f896dea",
         "name":"Payday",
         "level":4,
         "action":1,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<br><b>Frequency</b> once per minute<br><b>Cost</b> varies; see text<br><b>Requirements</b> You have one hand free.<hr>A coin can be flung as well as a bullet in your hands. You Interact to draw a bag of coins and make a ranged Strike with it. These Strikes have a +1 item bonus to attack rolls, deal 2d8 bludgeoning damage; are weapons in the sling group; and have the scatter 5 ft and thrown 20 feet traits. When you make this Strike, you must pay the associated Cost from the table below by expending the requisite amount of gold and if you are of sufficient level, you can increase the Cost of this Strike to grant it additional benefits. Subject to GM approval, bystanders may begin picking up gold around the target creature creating a Crowd (Core Rulebook p. 514) in the scatter area at the beginning of your next turn.<br><br>If your Strike did not draw a crowd, you can usually retrieve the gold you spent to make these attacks by spending 10 minutes picking them up. If you did draw a Crowd, you can only retrieve half the amount you used, but you may extend the activity to 1 hour and make a Mercantile Lore check to sell your wares to the people who picked up your gold to recover the full amount.<br><br><table><thead><tr><th>Plane</th><th>Traits</th></tr></thead><tbody><tr><td>Astral</td><td>Fire, Arcane</td></tr><tr><td>Ethereal</td><td>Divine, Negative</td></tr><tr><td>Shadow</td><td>Darkness, Occult</td></tr><tr><td>First World</td><td>Light, Primal</td></tr></tbody></table><br><br><b>Special</b> If you are legendary in Mercantile Lore, you can use this action once per round instead of once per minute.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871692"
      },
      {
         "id":"3686df2b-9e05-4035-9ab9-fde974dceaae",
         "name":"Perceive Ripples",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>Your perspective on time lets you notice others with the same talents easier. When you encounter a Chronoskimmer, Time Mage, Time Traveler, a creature or object with the Time trait, or similar creature with the ability to manipulate time, your GM rolls a secret Perception check against a standard DC for your level.<br><b>Critical Success</b> The GM grants you knowledge of its ability to manipulate or alter time and two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. In the event of a tie, the GM should pick one at random.<br><b>Success</b> The GM grants you knowledge of its ability to manipulate or alter time and one piece of information from the above list to tell you about the enemy.<br><b>Critical Failure</b> The GM gives you false information (the GM makes up the information).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"9864832c-a6c5-4063-9dd6-747b29948a28",
         "name":"Perceive Ripples",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>Your perspective on time lets you notice others with the same talents easier. When you encounter a Chronoskimmer, Time Mage, Time Traveler, a creature or object with the Time trait, or similar creature with the ability to manipulate time, your GM rolls a secret Perception check against a standard DC for your level.<br><b>Critical Success</b> The GM grants you knowledge of its ability to manipulate or alter time and two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. In the event of a tie, the GM should pick one at random.<br><b>Success</b> The GM grants you knowledge of its ability to manipulate or alter time and one piece of information from the above list to tell you about the enemy.<br><b>Critical Failure</b> The GM gives you false information (the GM makes up the information).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"3a416ac8-e479-492a-b8aa-32489416d532",
         "name":"Perceive the Precursors",
         "level":15,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Time Mage Dedication, legendary in Society<br><b>Frequency</b> once per day<hr>You peer into the ancient past of a location. When in a location that you know has habited a civilization, you can spend 10 minutes concentrating to see and hear the structures and inhabitants from that era as they once stood by creating illusory remnants from the past in a 30-foot emanation. You can move at half your Speed during these 10 minutes, but you must remain within the bounds of the civilization’s location to continue seeing these illusions. You can choose a general time frame, such as before a civilization’s downfall or the height of its prosperity, but you cannot choose a specific day or event. Details like writing, speech, and people are blurred and imprecise, unless they have had lasting historical significance, such as a notable political figure or document. You must be aware of the society’s existence, otherwise no Illusions appear.<br><br>After you complete this activity, you may immediately attempt Recall Knowledge checks about the society, decreasing the DC by 5 and allowing you to learn facts that you otherwise might have been unable to gain due to them being lost to history.",
         "traits":"Archetype, Auditory, Concentrate, Exploration, Illusion, Skill, Visual, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Society":8
         },
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"666a8597-09ac-444c-949f-006d20e1e658",
         "name":"Performative Weapons Specialist",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication",
            "ARCHETYPE_GLADIATOR_Performative Weapons Training"
         ],
         "textDescription":"<b>Prerequisites</b> Performative Weapons Training<hr>You are even more skilled with flashy weapons. You gain the critical specialization effects of the bo staff, spiked chain, sword cane, and whip.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"68edc748-001d-4315-96a4-56c17c07ee3a",
         "name":"Perfumist Dedication",
         "level":2,
         "textDescription":"<b>Prerequisites</b> trained in Crafting and Diplomacy<hr>You mix smells and apply them to objects and creatures. You gain the basic alchemy benefits, though they apply only to alchemical items with the olfactory trait and scents you know. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn’t increase on its own.<br><br>You can also create scents using your infused reagents with the Quick Alchemy action. Simple scents require 1 batch of infused reagents while more complex scents require 2 or more. You add the 3 listed simple scents to your formula book. You can learn more simple and complex scents through other perfumist feats. The DC for any scent is equal to your class DC or spell DC, whichever is higher.<br><br>Most responses to scents are based on cultural conditioning, so creatures (especially different ancestries) may respond differently to the same scent. What smells delightful to a human noble may be disgusting to a sewer goblin, and vice versa. Such scents have a positive and a negative effect. You choose which effect you want to elicit based on the backgrounds of your targets, but your GM may determine that the opposite effect applies if you didn’t do your research properly. You must explain what type of scent you are trying to elicit when you create the scent.<br><br><b>Lesser Alerting Scent</b> (alchemical, consumable, oil, olfactory) <b>Activate</b> � Interact; <b>Effect</b> This vibrant citrus aroma lasts for 1 hour when applied to a creature, affecting its ability to Decipher Writing, Recall Knowledge, or Seek; <b>Positive</b> +1 item bonus; <b>Negative</b> –2 item penalty.<br><br><b>Lesser Diplomatic Scent</b> (alchemical, consumable, oil, olfactory) <b>Activate</b> � Interact; <b>Effect</b> This subtle fragrance lasts for 1 hour when applied to a creature, affecting its ability to Lie or Make an Impression; <b>Positive</b> +1 item bonus; <b>Negative</b> –2 item penalty.<br><br><b>Lesser Fortifying Scent</b> (alchemical, aura, consumable, oil, olfactory) <b>Activate</b> � Interact; <b>Effect</b> This sterile smell lasts for 1 hours when applied to a creature and creates an aura that is difficult for diseases to penetrate. Creatures within a 15-foot emanation of the wearer’s saves against diseases and effects with the olfactory trait are affected; <b>Positive</b> +1 item bonus; <b>Negative</b> –2 item penalty.<br><br><b>Special</b> You add the formulas for moderate, greater, or major versions of the above simple scents at 3rd, 11th, and 17th level respectively, increasing the bonus by 1 at each of these intervals.",
         "traits":"Archetype, Dedication, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":2,
            "Diplomacy":2
         },
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"fc0c0943-7cfe-4738-98c4-2782df439369",
         "name":"Phase Bullet",
         "level":16,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Beast Gunner Dedication<br><b>Frequency</b> once per day<hr>You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm Strike against a foe who's observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.",
         "traits":"Archetype, Conjuration, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"213477e4-fcad-439e-8b9a-caf7d6ac7da2",
         "name":"Pictorial Creation",
         "level":8,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11"
         ],
         "textDescription":"<b>Prerequisites</b> Eldritch Artist Dedication<hr>One of the most well-known techniques a Eldritch Artist can employ is the conjuration and creation of tangible objects from nothing but their materials and a bit of magic flair. You gain an additional spell slot of your highest level, which you can use only to cast <i>creation</i>. You can cast <i>creation</i> using that spell slot, even if it isn’t in your spell repertoire or you didn’t prepare your spells for the day. When you cast <i>creation</i>, you can choose to create a simulacrum of a nonmagical object using your paint, charcoal or other artistic supplies on hand to create its visual form and then infusing it with magic to make it tangible, complete with brush strokes or pencil hatching left upon its form that reveals its constructed form. When the spell expires, the magic holding the object together fades and it falls to the ground as a puddle of paint, ink or charcoal dust, whatever mediums were used in its creation. When you create a simulcrum in this way, you can cast <i>creation</i> as a 3-action activity instead of a cast time of 1 minute and the duration of the spell is reduced to 10 minutes due to its finite nature.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871693"
      },
      {
         "id":"1c04d870-357c-4d3e-b3f3-01af1b150b95",
         "name":"Pirate Camaraderie",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<hr>Working on a ship for long hours alongside your pirate crew has made you more efficient at assisting your allies. During your daily preparations, choose a comrade ally. You can use the Aid reaction to help your chosen ally even if you haven’t prepared to do so as long as they are within 30 feet of you.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871694"
      },
      {
         "id":"8931f7b7-e45b-47a8-99cf-f2a5630e0b87",
         "name":"Pirate Crew",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication; Crew Leader<hr>You work alongside your crew to better prepare them for the rigors of the high seas and a life of piracy. Your crew becomes trained in two of the weapons listed in the Pirate Weapon Training feat and your crew becomes trained in Athletics or Thievery or another skill of their choice if they were already trained in both. Your crew becomes trained in Sailing Lore, or if they are already trained in Sailing Lore they instead become an expert. Additionally, your crew grows familiar with the swaying movements of your vessel and ignores the effects of difficult terrain or uneven ground caused by a ship's movement and they are not flat-footed when climbing ropes or rigging.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871694"
      },
      {
         "id":"220bae16-b067-4adf-8961-f7852e737f9a",
         "name":"Pirate's Pet",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<hr>Many pirates consider pets to be a perfect addition to any proper crew. You gain a Tiny animal familiar such as a monkey, black cat or parrot. You gain access to the following unique familiar ability:<br><b>Mimicry</b> Your familiar is capable of mimicking speech. You can command your familiar to mimic any voice it has heard, taking both its actions to perform the Impersonate activity, using only the words that it has heard the original speak. Your familiar's modifier for Deception checks to Impersonate the mimicked voice is equal to your level plus your key spellcasting ability modifier. Your familiar must have the speech ability to select this.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871694",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"WIZARD_Familiar"
            }
         ]
      },
      {
         "id":"43ee648b-4772-4ccb-98fe-821d7cc7aed1",
         "name":"Planned Obsolescence",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication, expert in Crafting<br><b>Requirements</b> You are wielding a temporary weapon.<hr>You shatter your temporary item to make a foe bleed. Make a melee Strike with the temporary weapon you are wielding. If your Strike is successful, your weapon is destroyed and the target is hit by its shattered remains taking 1d6 piercing damage on a basic Reflex save against your class DC or spell DC, whichever is higher. If the target critically fails their save, it takes 2 additional persistent bleed damage. If you critically fail your Strike, the weapon is destroyed without any effect. The piercing damage increases by 1d6 and the persistent bleed damage increases by 1 at 6th level and every 2 levels thereafter.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774623871694"
      },
      {
         "id":"e6c8c04a-358d-4c2c-8e22-f2a3e9e0e8f1",
         "name":"Plunder",
         "level":6,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication",
            "GENERAL_Pickpocket"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, Pickpocket<br><b>Trigger</b> You reduce an adjacent enemy to 0 Hit Points.<hr>Thievery on the high seas is often violent and forceful as is the nature of piracy. Attempt to Steal from the triggering enemy even if you are in combat. You still must meet any other requirements for the Steal action (they must be in reach, you need a free hand, and you can only Steal certain types of items, as specified in the action’s description in the Pathfinder Core Rulebook).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871694"
      },
      {
         "id":"498b4323-2b2e-433a-a92d-34f104d02d98",
         "name":"Point-Blank Precision",
         "level":4,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Requirements</b> You’re in Bullet Dancer Stance.<hr>Your experience in unarmed combat gives you a unique style of gunplay while fighting in close-quarters. You steady your firearm inches away from your target, firing off a deadly shot into them. Make a ranged Strike against the adjacent creature, this counts as two attacks when calculating your multiple attack penalty. Your ranged Strike does not provoke reactions and if it hits, you deal an additional 1d6 precision damage.<br><br><b>Special</b> If you’re at least 10th level, the precision damage increases to 2d6, or to 3d6 if you are at least 18th level.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871694"
      },
      {
         "id":"d672f94c-876f-48fb-b771-b12688e97127",
         "name":"Power Attack",
         "level":4,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871694"
      },
      {
         "id":"98fdb378-3b85-408f-a0d0-b71addc9ff83",
         "name":"Predictive Purchase",
         "level":8,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871695",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Prescient Planner",
               "reference":"9ff7d04c-e361-4496-8b3d-6bdc7a154cb4"
            },
            {
               "effectType":14,
               "string0":"GENERAL_Prescient Consumable",
               "reference":"2a42417b-ed42-4680-8a27-3141eb003bda"
            }
         ]
      },
      {
         "id":"b38d93bf-33a5-462b-8143-ce4a36aca90e",
         "name":"Predictive Purchase",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<hr>You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871695",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Prescient Planner"
            },
            {
               "effectType":14,
               "string0":"GENERAL_Prescient Consumable"
            }
         ]
      },
      {
         "id":"f472977d-4d28-4b85-ac70-98657588d690",
         "name":"Primal Being",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, trained in Nature, you are not a druid<hr>You have spent so much time in your favored terrain that its primal magic has seeped into your being. You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover, but one of these cantrips must be the cantrip associated with your favored terrain. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for these spells is Wisdom, and they are primal druid spells.<br><b>Aquatic</b> <i>spout</i><br><b>Arctic</b> <i>ray of frost</i><br><b>Desert</b> <i>produce flame</i><br><b>Forest</b>, <b>Mountain</b>, or <b>Underground</b> <i>scatter scree</i><br><b>Plains</b> <i>electric arc</i><br><b>Sky</b> <i>gale blast</i><br><b>Swamp</b> <i>puff of poison</i><br><br>If you have the wild stride class feature, while you are in your favored terrain you ignore concealment or cover or circumstance bonuses to AC that would be caused by terrain when you target enemies with spells you gained from this archetype.<br><br><b>Special</b> You gain access to the Basic Druid Spellcasting, Expert Druid Spellcasting, Master Druid Spellcasting, and Primal Breadth feats and this feat qualifies as the Druid Dedication for the purposes of qualifying for those feats.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature":2
         },
         "databaseID":1,
         "timestamp":"1774623871695"
      },
      {
         "id":"21ac7adc-993a-4a8c-943a-389f6f2664e7",
         "name":"Primal Enmity",
         "level":18,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, ability to cast primal spells<hr>You call upon your primal connection to your favored terrain to turn nature against your foes. You can Cast <i>nature’s enmity</i> once per day as a primal spell, with the restriction that targets in the area only suffer its effects if they are in your favored terrain.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871695",
         "listCustomEffects":[
            {
               "proficiencyName":"Nature's Enmity",
               "effectType":9,
               "bonusType":3,
               "bonusAmount":9
            }
         ]
      },
      {
         "id":"5a0ab5fa-495a-47f1-ab5f-c5b18ad5aaa7",
         "name":"Primordial Familiar",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication, an elemental familiar<hr>You transform your elemental familiar into a full fledged elemental capable of wielding great power. When you cast <i>elemental form</i>, you may cast it on your familiar rather than yourself. In this form, your familiar gains an additional 4 Hit Points for every level you have in addition to the temporary Hit Points granted by the battleform. Your familiar loses access to its familiar and master abilities while in this form, but retains the minion trait.",
         "traits":"Archetype, Concentrate, Polymorph, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871695"
      },
      {
         "id":"794c8c7d-21b2-4dba-9b2a-4118982875d0",
         "name":"Primordial Summons",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication<hr>Your familiarity with the elemental planes gives you the ability to call upon elementals for aid. You gain an additional spell slot of your highest level, which you can use only to cast <i>summon elemental</i>. At 12th level, you can also use this spell slot to cast <i>elemental confluence</i>.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871695"
      },
      {
         "id":"fb94a364-ef95-4c9c-9491-fb640816a994",
         "name":"Pristine Weapon",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "75502116-a4a3-4c15-b5fa-71353a3fa4f0"
         ],
         "textDescription":"<b>Prerequisites</b> Verdant Weapon<hr>Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696"
      },
      {
         "id":"b3592e39-3955-44f6-aeef-2169fa36872e",
         "name":"Professional Crew",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication",
            "4fdd7fbc-72ab-4c51-8fd6-fb6e9c089ae2"
         ],
         "textDescription":"<b>Prerequisites</b> Seasoned Crew<hr>Your crew becomes a professional crew. You can spend an additional action on your turn to Command your crew to give it 3 actions instead of 2.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696"
      },
      {
         "id":"3954b2fe-9323-4031-bdb3-b510c65ac260",
         "name":"Purchase Loyalty",
         "level":18,
         "action":2,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisite</b> Merchant Dedication<hr>Everyone has a price, and you're willing to pay it. You pull out a bag of coins, offering it to an adjacent hostile creature. Make a Mercantile Lore check against the creature's Will DC and offer them an amount of gold equal to 1,000 x the creature's level. Your GM may rule that certain NPCs are too dedicated to their cause to be swayed by gold.<br><br><b>Critical Success</b> The creature accepts the gold. They then become helpful to you, and hostile to any creatures hostile to you. This effect lasts for a whole day as they fight for you in hopes of being paid more.<br><b>Success</b> As a critical success, but only for the encounter. The creature won't become hostile until 10 minutes have passed, or unless attacked.<br><b>Failure</b> The creature rejects your gold, but is flat-footed for a turn.<br><b>Critical Failure</b> The creature takes your gold… and then turns on you! If the creature is able, they can make a Strike against you and you are flat-footed to the Strike. The creature may attempt to flee with your gold when they are badly injured.",
         "traits":"Archetype, Emotion, Incapacitation, Mental, Verbal, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696"
      },
      {
         "id":"1dbfdd53-3388-4eb2-b9f5-7f09663835f0",
         "name":"Pyrotechnic Spells",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication; ability to cast spells from spell slots<hr>Your know-how with fireworks expands to your magical studies. Add <i>magic missile</i>, <i>ignite fireworks</i>, <i>pyrotechnics</i>, <i>chromatic ray</i>, <i>flammable fumes</i>, <i>vibrant pattern</i>, <i>sunburst</i>, <i>scintillating pattern</i> and <i>meteor swarm</i> to your spell list.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696"
      },
      {
         "id":"fd477252-1d65-480c-a321-147bb0e914be",
         "name":"Pyrotechnic Trail",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication<hr>Your rockets can spin and twirl in unpredictable directions, leaving a trail of alchemical effects in their wake. If your next action is to Launch a Firewords Display with an area of a burst, you can change it to target a line instead. The length of your line is equal to twice the radius of the burst effect. If you spend an additional infused reagent, you can use this as a free action.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696"
      },
      {
         "id":"14283e79-ad19-4273-8d22-2228a530bc8e",
         "name":"Quantum Shot",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication, a focus pool<hr>You fire off a shot, then reverse time on your weapon to a point when it was still loaded. You gain the <i>quantum shot</i> conflux spell (Magus+) and increase your focus pool by 1 point.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696",
         "listCustomEffects":[
            {
               "proficiencyName":"f4c49eaa-86ac-4991-a190-469f3027c042",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "id":"11418848-df42-42c5-90b8-7fa108b2ac62",
         "name":"Quick Draw",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<hr>You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871696"
      },
      {
         "id":"ef519e31-e536-4277-b5f0-06e59361833a",
         "name":"Quick Reversal",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Requirements</b> You are flanked by at least two enemies.<hr>You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.",
         "traits":"Archetype, Flourish, Press, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"f87bec8a-faed-4971-bf07-1fcc1a913e2e",
         "name":"Quite a Spanking",
         "level":6,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication, expert in Performance<br><b>Trigger</b> You critically succeed at a Grapple or Shove against a creature.<hr>You never miss an opportunity to humiliate an opponent. Attempt a Performance check and compare it to the Will DC of the triggering creature.<br><br><b>Critical Success</b> The creature is frightened 2.<br><b>Success</b> The creature is frightened 1",
         "traits":"Archetype, Emotion, Fear, Mental, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"d06ab5c6-1d60-41fb-b90d-d28f98000f21",
         "name":"Rain of Splinters",
         "level":8,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<br><b>Trigger</b> You used Shield Block with a wooden shield and it gained the broken condition.<hr>One warrior’s “broken shield” is a viking’s “new weapon”. If the creature that triggered your Shield Block is within your melee reach, they take 2d6 piercing damage with a basic Reflex save against your class DC or spell DC, whichever is higher. Creatures that critically fail their save also take 1d6 persistent bleed damage. A creature can end this bleed effect automatically by spending a single action with the manipulate trait to take out the splinters.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"045dc5d2-56a2-43a8-be46-73d1291eb7fa",
         "name":"Raise the Black Flag",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, master in Intimidation<br><b>Requirements</b> You are piloting a vehicle that could hoist a flag.<hr>You hoist up a black flag with a skull and crossbones, the jolly roger, adorned upon it. This well known pirate symbol instills fear in those who lay their eyes upon it, causing many to surrender before even putting up a fight. When you are aboard a vehicle you can prepare a flag to be hoisted if an encounter would take place, rolling Intimidation for your initiative if you do. When you roll Intimidation for initiative, you can attempt to Demoralize all enemies within 60 feet who can see you or your vehicles raised flag. If you critically succeed against all enemies within 60 feet, they also gain the fleeing condition for as long as they are frightened and will attempt to retreat even if it means abandoning a seafaring vessel they are aboard.",
         "traits":"Archetype, Exploration, Visual, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":6
         },
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"2d9d6f87-b517-4aa1-9700-6d8c2f7e8e91",
         "name":"Rally the Crowd",
         "level":18,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Frequency</b> once per 10 minutes<br><b>Trigger</b> You or an ally within view of your spectators fails a Strike or skill check.<br><b>Requirements</b> You are in a non-trivial combat encounter with spectators.<hr>You lead the crowd in a chant against your foes, distracting them long enough for a second chance. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. If you succeed, the triggering creature can reroll the triggering check, but they must use the new result, even if it’s worse than the first roll. If you get a critical success on your Performance check, the triggering creature gains a +2 circumstance bonus to the check.",
         "traits":"Archetype, Auditory, Concentration, Fortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"2cb10569-2fa6-446a-9a2c-096e6810a8d2",
         "name":"Ranged Disarm+",
         "level":14,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication",
            "ARCHETYPE_PISTOL_PHENOM_Trick Shot"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication; Trick Shot<br><b>Requirements</b> You’re in Bullet Dancer Stance.<hr>When wielding a firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with a firearm you are wielding, instead of attempting an Athletics check against the target's Reflex DC.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"b3390e85-5b11-4315-900c-e6334ac7ef0f",
         "name":"Redesign Summon",
         "level":6,
         "reqFeats":[
            "1ce85327-9652-4897-b8a5-9f150933bb11",
            "b213af73-feab-4e9c-8d17-8fa6c5b099dd"
         ],
         "textDescription":"<b>Prerequisites</b> Conjuring Canvas<hr>When you conjure summons from your art, you have the ability to modify their designs, adding or tweaking features that their original form might not have, but using your skill as an artist to bring it to life. You gain the <i>redesign summon</i> focus spell and increase the number of Focus Points in your focus pool by 1.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"1b5a9fe6-944d-4991-b9e7-5283dfac78f0",
         "name":"Reflexive Catharsis",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<hr>You know how to reach a catharsis… quickly. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only for Catharsis.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871697"
      },
      {
         "id":"0bc25b54-f086-44b7-bd07-40571eeb5f8f",
         "name":"Reinforce Object",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> master in Crafting; Scrounger Dedication<hr>You spend 10 minutes attempting to use materials you have on hand to Reinforce the strength of a thick object of 2 Bulk or less. You can also spend 1 hour to reinforce a barrier or door in a 10-foot square, or 1 day to reinforce a room or structured area in a 15-foot cube. Attempt a Crafting check. The GM sets the DC, but it’s usually about the same DC to Reinforce a given item as it is to Craft it in the first place. These effects last until the object reaches its broken threshold or 1 week has passed, whichever comes first.<br><br><b>Critical Success</b> You increase the target’s hardness by 4 and maximum Hit Points by 8 and its broken threshold increases by 4. Reinforcing a damaged object does not increase its Hit Points but reinforcing an object at full health raises its Hit Points to the new maximum. You cannot attempt to Reinforce the target again.<br><b>Success</b> As Critical Success, but you increase the target’s hardness by 2 and maximum Hit Points by 4 and its broken threshold increases by 2.<br><br><b>Special</b> If you are legendary in Crafting, you reduce the amount of time to reinforce an item to 1 minute, a barrier or door to 10 minutes, and a room to 1 hour.",
         "traits":"Archetype, Exploration, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":6
         },
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"3097f391-0aea-4f2d-b3bb-1ec89f2bccc4",
         "name":"Renowned Merchant",
         "level":10,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>You've gotten ahead in the world, to the point that selling simple adventuring gear won't cut it. You add 5 new common or uncommon permanent items to your Merchant's Inventory, of a level equal to half your level of lower. Increase the number of Wares you can sell to six, subsequently increasing the Earn Income level to your level + 3 if you choose to sell six of your wares.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"78690af7-c7e1-4abb-9807-9e57458ffcc1",
         "name":"Residual Healing",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Time Mage Dedication<hr>You form a small time loop to make a spell heal more than normal. If your next action is to Cast a Spell that restores Hit Points to creatures, choose one target who regained Hit Points. For the next 3 rounds, at the start of the creature's turn, they regain Hit Points equal to the spells level.",
         "traits":"Archetype, Concentrate, Healing, Manipulate, Metamagic, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"d686e46c-6485-4297-a116-49bae308bfb1",
         "name":"Resist the Siren's Call",
         "level":8,
         "action":0,
         "reqFeats":[
            "4aacbbf3-3948-422e-9ef6-4e0f59bce5d9"
         ],
         "textDescription":"<b>Prerequisites</b> Shanty Singer<br><b>Frequency</b> once per hour<br><b>Trigger</b> You would roll a saving throw against a spell with the mental trait that would compel you to take an action against your will or give you the controlled condition.<hr>You have become hardened to the alluring call of the siren, and gird yourself against other compulsions. You may roll twice on the triggering saving throw and take the better result.",
         "traits":"Archetype, Fortune, 3P:Team+",
         "src":"Firebrands+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"ba38a691-1c48-4a6d-b84c-885687f0042f",
         "name":"Returning Shield",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "cc7e3a83-3ea3-4b42-860a-c995df54c579"
         ],
         "textDescription":"<b>Prerequisites</b> Shield Toss<hr>Careful aim and complex geometry allows you to bounce a shield back into your hands. When you make a thrown Strike with a shield in your first range increment, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"484bf32b-cf0d-4cfd-9f25-84b45f80188a",
         "name":"Revealing Stab",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Requirements</b> You are wielding a melee weapon that deals piercing damage.<hr>You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don't have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don't need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it.<br><br>This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"0bf5ff56-6048-46ee-a842-c31cfe0f0488",
         "name":"Ride the Rocket",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication<hr>As you unleash a firework, you make the perhaps unwise decision to ride the rocket to its destination. If your next action is to Launch a Firewords Display with a range, you can spend an extra infused reagent to make it safe (enough) to cling to. You follow the firework into that space. This movement does not provoke reactions, though you are subject to any effects the fireworks display may have at the end.",
         "traits":"Archetype, Move, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"36d1b27c-3ad5-44fa-8074-555528361de3",
         "name":"Ridiculous Magic",
         "level":4,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication; you can cast spells from spell slots.<hr>A touch of magic can help you entertain the masses… and escape the most furious critic!<br>Add <i>illusory disguise</i>, <i>confetti cloud</i>, <i>mad monkeys</i>, <i>clownish curse</i>, <i>infectious comedy</i>, <i>mirror malefactors</i>, <i>warp mind</i>, and <i>weird</i> to your spell list.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871698"
      },
      {
         "id":"23fa6665-6d80-4ddf-857e-060d0a718bc9",
         "name":"Ringmaster's Introduction",
         "level":20,
         "action":0,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequissites</b> Clown Dedication<br><b>Trigger</b> An ally's turn begins.<br><b>Requirements</b> The ally hasn't acted in the current combat.<hr>You announce the triggering ally with a litany of their legendary achievements, spurring them to action. The target is quickened this turn and can spend the extra action to Stride, Strike, Demoralize, Feint, or Perform.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"039aa6c3-061d-4fc1-a86a-1012ea18f3d1",
         "name":"Risen Furrow",
         "level":12,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication; you can cast primal spells<hr>Stomping with your foot, you force the earth up in thin sheets to secure an area. You construct a barrier of earth, each 1 inch thick, 10 feet long, and 10 feet high. This barrier must be placed on the border between two squares within 30 feet of you, and must be connected to a source of natural earth, such as the ground or a cliffside. The barrier has AC 10, hardness 6 and 20 Hit Points, and if a creature Takes Cover behind the barrier, they may use Shield Block against an attack hindered by the cover, with the barrier acting as a shield. The barrier lasts 3 rounds, or until it is destroyed. At level 14 and every other level after, the barriers’ hardness increase by 1, and the barriers’ Hit Points increase by 5.",
         "traits":"Archetype, Earth, Primal, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"c9914ee6-dd4e-4e5a-8337-b605a6da95ab",
         "name":"Rubber Body",
         "level":6,
         "action":0,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<br><b>Trigger</b> You would take bludgeoning or force damage.<hr>You take hits with a bizarre elasticity, bouncing away from harm. You gain resistance equal to half your level against the triggering damage, and are knocked 10 feet backwards. If your movement is interrupted by a wall or other obstacle, you instead continue your movement in another direction of your choice by bouncing off the obstacle. If you would collide with another creature, you instead attempt to Shove that creature using your Performance for your check instead of Athletics. If you are unable to Shove this creature, you fall prone. You can change directions only once.<br><br><b>Special</b> If you are legendary in Performance you can choose to be knocked up to 20 feet and you can change directions up to 3 times.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"5bd368e9-77b9-4dbd-ba54-23ff5f9e560b",
         "name":"Runes of Gods' Twilight",
         "level":16,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "81cab53d-d482-4520-994c-8aa7417077ad"
         ],
         "textDescription":"<b>Prerequisites</b> Elder Runecarving, legendary in Nature or Religion<br><b>Frequency</b> once per day<hr>You have seen the signs that the end time is near, and your runes warn all others of Ragnarok, the Twilight of the Gods. Each Runic Saga within 30 feet shoots a line light to each other Runic Saga within range, dealing 1d12 per weapon damage die with a basic Reflex save against your class DC or spell DC, whichever is higher. The damage type of the line must be the same as the triggering weakness type of one of the connecting runes, but creatures caught within more than one line only take damage once and roll the damage results for each separately, taking the higher damage amount between the two. Afterwards, your Runic Sagas glow like a torch for 1 minute. During this time, the Runic Sagas’ normal benefits are suppressed.",
         "traits":"Archetype, Concentrate, Magical, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature||Religion":8
         },
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"54196988-8bac-468d-8284-0ac2ff93410c",
         "name":"Runic Saga",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, trained in Nature or Religion<hr>You can read and write in the ancient runic alphabet that can channel old magic to bane creatures. You learn a language associated with Viking runes, usually Skald or Jotun. During your daily preparations, you can carve a Runic Saga into the hilt of one weapon in your possession. Your Runic Saga triggers weaknesses to cold, fire, or electricity damage as if it dealt damage of the chosen type and deals 1 additional damage per weapon damage die when you trigger one of these weaknesses with your weapon. The carvings fade during your next daily preparations, and their magic with them. This feat has the divine or primal trait depending on which skill you used to qualify.",
         "traits":"Arcane, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Nature||Religion":2
         },
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"d7802a03-3de2-45bd-a77f-67e012b3fb73",
         "name":"Sailor's Instincts",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, master in Sailing Lore<hr>You are an accomplished sailor, behind the helm of your ship is where you feel most confident on the wild and untamed sea. You gain a +1 circumstance bonus to Piloting Checks on vessels that use Sailing Lore to pilot and if you ever get a critical failure on a Sailing Lore check to pilot a vehicle, you get a failure instead.<br><br>Additionally, you know how to push your sailing vessel to its maximum potential. When calculating your travel speed for the day while piloting a vehicle that uses Sailing Lore, you can attempt a Sailing Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters.",
         "traits":"Archetype, Exploration, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"1cb3bb2c-f5d1-45df-9fa0-f9e86ee26fab",
         "name":"Scallywag Tactics",
         "level":8,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication",
            "ARCHETYPE_Broadside Buckos"
         ],
         "textDescription":"<b>Prerequisites</b> Broadside Buckos<br><b>Trigger</b> One of your designated crewmates critically hits an enemy.<br><b>Requirements</b> The enemy your crewmate critically hit is in your melee reach.<hr>Due to your training and experience having your fellow pirate’s backs, you’re able to take advantage of openings they create. Make a Strike against the triggering enemy. If your Strike hits, combine the damage from both the triggering Strike and your Strike and apply resistances and weaknesses only once.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871699"
      },
      {
         "id":"79486fc7-d13b-427d-8e94-8b52e2b3a635",
         "name":"Scent Diffuser",
         "level":8,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication, trained in bombs<hr>When you create a scent, you can prepare it as a bomb instead. A scent bomb loses the oil trait and gains the bomb and splash traits. You Activate a scent bomb by making a Strike with it. Scent bombs do not deal splash damage, but instead apply the effects of the chosen scent to all creatures in the splash area until the beginning of their next turn instead of the normal duration and creatures you successfully Strike are affected as if they had the scent applied to them.<br><br><b>Special</b> If you have Offensive Odors, you can create bombs with those scents and activate them by spending 2 actions to make a Strike with them.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"cb845689-5550-4efe-b24c-b8261fab494f",
         "name":"Scents and Sensibility",
         "level":12,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication, master in Crafting<hr>Scents can literally alter the senses. Choose one of the following complex scents to learn.<br><br><b>Enraging Scent</b> (alchemical, aura, complex, consumable, emotion, mental, oil, olfactory); <b>Activate</b> � Interact; <b>Cost</b> 2 batches of infused reagents; <b>Effect</b> This maddening smell lasts for 5 rounds when applied to a creature, creating a 20-foot aura around them. Each creature in the aura including the wearer must attempt a Will save against your scent DC. Creatures may choose to fail the save. Regardless of the result, the targets are temporarily immune to Enraging Scent for 10 minutes.<br><br><b>Failure</b> The creature gains a +4 status bonus to damage for 3 rounds and feels compelled to attempt at least one action with the attack trait each turn. If a creature under the effects of this scent ends its turn without taking an action with the attack trait, it becomes slowed 1 for 1 round. This status bonus to damage increases to +6 if you are legendary in Crafting.<br><b>Critical Failure</b> As failure, but the target is slowed 2 if they do not attempt an action with the attack trait.<br><br><b>Numbing Scent</b> (alchemical, aura, complex, consumable, emotion, incapacitation, mental, oil, olfactory); Activate [1a] Interact; Cost 2 batches of infused reagents; Effect The relaxing scent lasts for 5 rounds when applied to a creature, creating a 20-foot aura around them. Each creature in the aura must attempt a Fortitude save against your scent DC. Regardless of the result, the targets are temporarily immune to Numbing Scent for 10 minutes.<br><br><b>Critical Success</b> The creature is unaffected.<br><b>Success</b> The creature’s attitude toward all other creatures temporarily changes by one step toward indifferent for 5 rounds. The creature can’t take hostile actions against creatures it is indifferent towards, though the effect ends if a creature it is indifferent towards takes a hostile action against them or their allies.<br><b>Failure</b> As success, but the creature’s attitude toward all creatures it was hostile or unfriendly towards changes to indifferent.<br><b>Critical Failure</b> As failure, but hostility doesn't end the effect.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":6
         },
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"af728f52-2b2f-40c8-aa80-e7e6f6a568ab",
         "name":"Scion of Storms",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "87198a20-cf16-43cf-93b5-02cf58966af5"
         ],
         "textDescription":"<b>Prerequisites</b> Child of Storms<hr>You are more than a common Viking; you are the winter winds that drive your ship and the lightning that lights your voyage. You gain resistance to the damage type you didn’t chose when taking Child of Storms, and its additional benefit. When you take cold damage, a frigid tailwind whips up, increasing the range increment of your ranged and thrown weapons by 20 feet for 1 round. When you take electricity damage, you are wreathed in lightning, making you concealed for 1 round.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"bd95f700-5a87-4b1b-9f84-19c8b01d2997",
         "name":"Scourge of the Seas",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, expert in Intimidation<br><b>Requirements</b> You have not used an action with the healing trait or used Aid since you entered this stance.<hr>You promise your foe their upcoming demise, showing off your battle scars or revealing the number of men who have met their end by your hand. When you first enter this stance, you attempt to Demoralize all enemies within 10 feet of you.<br><br>In addition, you're surrounded by a scourge’s aura in a 10-foot emanation. When you Demoralize, you can instead choose to target all creatures within your aura instead of a single creature within 30 feet.<br><br>If you succeed at these checks to Demoralize, creatures can't reduce their frightened value below 1 while they remain inside your aura.",
         "traits":"Archetype, Stance, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":4
         },
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"013e2f15-f106-4e9e-9083-570e0b580d84",
         "name":"Scrounger's Bandolier",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<hr>You gain a scrounger’s bandolier, a special bandolier that grants non-consumable temporary weapons you create with its magical properties. This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of non-consumable temporary weapons. You can wear and etch your scronger’s bandolier with runes with the same cost and restrictions as for wearing and etching runes onto a thrower’s bandolier. Runes etched onto your scrounger’s bandolier apply to attacks you make with non-consumable temporary weapons you created and stored within the bandolier. You can only apply the runes of your scrounger’s bandolier to one weapon at a time. Whenever you draw a non-consumable temporary weapon you created from the bandolier, the bandolier's runes are replicated onto that weapon until you draw another non-consumable temporary weapon or the weapon is destroyed.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"577266bd-c159-4ab3-aa33-3f5de5d92395",
         "name":"Scrupolous Inventory",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<hr>You can take mental inventory as well as you manage regular inventory. While in this stance, you can’t take any actions with the concentrate traits unless those actions would involve the use of a temporary item you created or your raw materials. However, you become resistant to external attempts to influence your mind. When you would gain the confused, fascinated, or stupefied condition, you can attempt a DC 14 flat check. On a success, you don’t gain the condition. At the start of each of your turns where you have at least one of these conditions, you can attempt a flat check of the same DC to end one of the conditions. You can Interact to draw a temporary item as part of entering this stance.",
         "traits":"Archetype, Stance, Concentration, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Light Armor":2
         },
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"5842d1d4-8ef4-4525-a891-084339a3849d",
         "name":"Scrupulous Scrounger",
         "level":12,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "577266bd-c159-4ab3-aa33-3f5de5d92395"
         ],
         "textDescription":"<b>Prerequisites</b> Scrupulous Inventory<br><b>Frequency</b> once per round<br><b>Requirements</b> You are in Scrupulous Inventory stance.<hr>You have your mind on your affects, and your effects on your mind. You Interact to draw a temporary item.",
         "traits":"Archetype, Concentration, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871700"
      },
      {
         "id":"de37b3ed-796a-4eb5-9a48-abe6a535f387",
         "name":"Sea Devil's Ditty",
         "level":10,
         "reqFeats":[
            "4aacbbf3-3948-422e-9ef6-4e0f59bce5d9"
         ],
         "textDescription":"<b>Prerequisites</b> Shanty Singer<hr>You learn the <i>sea devil's ditty</i> composition cantrip, which causes your enemies to become seasick.",
         "traits":"Bard, 3P:Team+",
         "src":"Firebrands+",
         "databaseID":1,
         "timestamp":"1774623871701",
         "listCustomEffects":[
            {
               "proficiencyName":"Aberrant Whispers",
               "effectType":10
            }
         ]
      },
      {
         "id":"fa6f5ba6-33d6-4a3f-a600-329b12705e9f",
         "name":"Sea Legs",
         "level":12,
         "reqFeats":[
            "4aacbbf3-3948-422e-9ef6-4e0f59bce5d9"
         ],
         "textDescription":"<b>Prerequisites</b> Shanty Singer<hr>You learn the <i>sea legs</i> composition cantrip, which grants your allies the ability to fight more effectively in water.",
         "traits":"Bard, 3P:Team+",
         "src":"Firebrands+",
         "databaseID":1,
         "timestamp":"1774623871701",
         "listCustomEffects":[
            {
               "proficiencyName":"483a361a-cbbe-4ada-ac70-4b21058b21d8",
               "effectType":10
            }
         ]
      },
      {
         "id":"647f1a77-aa91-4849-8cd9-fea3fd701663",
         "name":"Seafaring Spellcraft",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication; ability to cast spells from spell slots<hr>Through your adventures on the high seas you’ve learned spells commonly practiced by seafaring mages and pirates. Add <i>briny bolt</i>, <i>advanced scurvy</i>, <i>crashing wave</i>, <i>solid fog</i>, <i>mariner's curse</i>, <i>chain lightning</i>, <i>unfettered pack</i>, <i>deluge</i>, and <i>storm of vengeance</i> to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871701"
      },
      {
         "id":"4fdd7fbc-72ab-4c51-8fd6-fb6e9c089ae2",
         "name":"Seasoned Crew",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication",
            "320a078c-5b9b-45f0-b746-feda935d264e"
         ],
         "textDescription":"<b>Prerequisites</b> Crew Leader<hr>Your crew becomes a seasoned crew. If your veteran crew would become fatigued for 1 day as a result of performing an exploration activity or by the Battle Formation activity, they are instead fatigued for 1 hour. When you first gain this feat, you can choose to grow the size of your crew’s Battle Formation to 9 squares and if you do they require 5 additional items to be outfitted. When your crew reaches ½ of their total Hit Points, they reduce their size to 4 squares.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871701"
      },
      {
         "id":"3b5d0375-26ad-41aa-ad6c-188b51ac1885",
         "name":"Seeded Snares",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "GENERAL_Snare Crafting"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication, Snare Crafting<hr>You have learned what types of plants can form deadly traps for those that would harm you. You add four snares of your level or lower to your formula book. You can spend 2 batches of infused reagents from the Herbalist Dedication to Craft a snare of your level or lower replacing the cost and the check for creating a snare with your reagents. If a snare normally takes 1 minute to Craft, you can grow it by spending 3 Interact actions to plant the seed. Snares created from your seeds lose the mechanical trait and gain the plant trait and they last for 1 hour instead of the normal duration.<br><b>Special</b> The feat counts as Snarecrafter Dedication for the purpose of feat prerequisites.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871701"
      },
      {
         "id":"eada7ffc-8037-4e11-977a-00fa9f1e995f",
         "name":"Sense for Death",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>You have learned to use other senses to detect your marks. You no longer need to see and hear the creature you intend to Mark for Death, but can use Mark for Death against creatures that you have observed using any of your precise senses. You can also Mark for Death creatures if you have a picture or drawing accompanied with a description that would suffice to identify the creature (subject to GM discretion).",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871701"
      },
      {
         "id":"ea5907da-9a48-4970-a7d4-04b83f94499e",
         "name":"Sequence Break",
         "level":16,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<hr>With an attack already begun, you transport your enemy through time to undo a wrong or further debilitate. Make a Strike. If your Strike misses, make another Strike against the same creature as your first Strike and you use the same multiple attack penalty as the first Strike from Sequence Break. If your first Strike hits, make another Strike against the same creature and combine the damage from both Strikes and apply resistances and weaknesses only once.",
         "traits":"Archetype, Flourish, Fortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871701"
      },
      {
         "id":"957c9b8d-9e23-48d9-bfd6-7a8656f549c3",
         "name":"Sever the Threads",
         "level":8,
         "action":2,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7",
            "e301ad45-4f57-4436-8b14-1a7affc3405e"
         ],
         "textDescription":"<b>Prerequisites</b> Dream of Disaster<hr>You know that sometimes awakening can be even more dangerous than the perils of your dreams. You use Hunt through Threads, but you make two Strikes against the target instead of one, each using your current multiple attack penalty. If the weapon used for your second Strike does not have the agile trait, the second Strike takes a –2 penalty. Regardless of the result of your Strikes, the target is released from your dreamweb.",
         "traits":"Archetype, Dreamspin, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871701"
      },
      {
         "id":"4aacbbf3-3948-422e-9ef6-4e0f59bce5d9",
         "name":"Shanty Singer",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication; expert in Performance<hr>A hearty sea shanty shared amongst pirates can build camaraderie and help your crew work efficiently during long voyages. You gain the Sea Shanty action. Additionally, you are considered to have the shanty muse (Firebrands+ 16), allowing you to take feats with the shanty muse as a prerequisite and they are added to the pirate archetype as additional feats. You don’t gain any of the other effects of the muse nor are you considered to have the maestro muse.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Performance":4
         },
         "databaseID":1,
         "timestamp":"1774623871702"
      },
      {
         "id":"79ecd518-b315-4b67-8907-3f32cb7ea604",
         "name":"Shield Charge",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "ARCHETYPE_Shielded Stride"
         ],
         "textDescription":"<b>Prerequisites</b> Shielded Stride<hr>You throw your force into a dead sprint. Stride in a straight line that must include at least one creature. For each creature whose square you attempt to move through, Strike with a shield bash or a weapon attached to your raised shield. If your Strike is successful, you can move through the creature's space treating the squares in its space as difficult terrain. If you don’t have enough Speed to move all the way through its space, your Stride immediately ends. On a failure, your Stride ends immediately, and on a critical failure you fall prone. Each attack contributes to your multiple attack penalty as normal.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871702"
      },
      {
         "id":"828f9c35-44fc-4f93-a07a-ef0afaccfe0b",
         "name":"Shield Surfing",
         "level":6,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<br><b>Requirements</b> You are wielding a shield.<hr>You toss your shield along the ground, then skate along it. You Stride twice, Dropping a shield as part of your first Stride and positioning yourself on top of it to surf your shield. If you use 3 actions, you can Stride thrice.<br><br>While surfing your shield, you can travel over liquid surfaces as though they were solid ground, but fall in if your movement ends over the liquid, and you automatically succeed checks to Balance if you are moving across ice, sand, or snow. If you would take damage from moving through hazardous terrain or a similar hazard that your shield could protect you from, the damage is reduced by the shield’s hardness. After the surf ends, if you have a free hand and are on solid ground, you can be wielding your shield.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871702"
      },
      {
         "id":"cc7e3a83-3ea3-4b42-860a-c995df54c579",
         "name":"Shield Toss",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<hr>You use your shield like a discus to strike from afar. Shields you wield of Bulk 1 or less gain the Shield Throw 20 feet trait. If they already had that trait, you instead increase the range by 10 feet. You can apply property runes to your shields as if they were thrown weapons.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871702"
      },
      {
         "id":"166fc7e0-400d-416e-a25d-9b23e4ea71c3",
         "name":"Shine the Spotlight",
         "level":8,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Trigger</b> An ally gets a critical success on an attack roll or skill check during a non-trivial combat encounter with spectators.<hr>You shine the spotlight on the accomplishment of an ally. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits for your ally; on a critical success, choose two benefits. Regardless of the result, your ally is immune to your Shine the Spotlight for 1 minute.<br><ul><li>A number of temporary Hit Points equal to your ally’s level; these last for 1 minute.</li><li>A +1 circumstance bonus to your ally’s next attack roll and the resulting damage rolls on a hit before the end of your ally’s next turn.</li><li>A +2 circumstance bonus to saves against fear effects and reduce the value of their frightened condition by 1.</li></ul>",
         "traits":"Archetype, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871702"
      },
      {
         "id":"e57a4f7e-edc7-46c0-8a2a-16adbb661eca",
         "name":"Shorestep",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication, trained in Athletics<hr>Over the course of countless voyages, you have learned how to maneuver through watery terrain without being slowed down like a clumsy landlubber. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water such as beaches or waterlogged ships. You gain the Underwater Marauder skill feat or gain a level 1 skill feat of your choice if you already had possessed Underwater Marauder.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774623871703",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Underwater Marauder"
            }
         ]
      },
      {
         "id":"5cf68975-ad7e-492e-8335-0bce51292a60",
         "name":"Show Your Mettle!",
         "level":10,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication",
            "ARCHETYPE_MARSHAL_Steel Yourself!"
         ],
         "textDescription":"<b>Prerequisites</b> Steel Yourself!<hr>Your shout of encouragement reaches across the battlefield. Each ally within your marshal's aura gains the benefits of Steel Yourself! until the start of your next turn.",
         "traits":"Archetype, Auditory, Emotion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871703"
      },
      {
         "id":"1d9c2cd5-aafa-4b8f-95da-3d129bbb378c",
         "name":"Sigil Certainty",
         "level":7,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "GENERAL_Assurance"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication; master in Arcana, Nature, Occultism, or Religion and Assurance in that skill.<hr>Your rote memorization of scrolls has given you a certainty and confidence with magical skills, noticing common trends in writing patterns across traditions. You treat your results on Assurance as 2 higher when you attempt to Learn a Spell or Trick Magic Item. In addition, when you use Learn a Spell or Trick Magic Item, you can use your result from Assurance for a skill in which you are at least master to these checks even if they are of a different tradition than the skill you used for Assurance.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Arcana||Nature||Occultism||Religion":6
         },
         "databaseID":1,
         "timestamp":"1774623871703"
      },
      {
         "id":"8007b865-d8c8-46e8-a915-ed547f2f93a9",
         "name":"Skirmish Strike",
         "level":8,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<hr>Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871703"
      },
      {
         "id":"77f67e2c-480d-48eb-8ae2-07e6286bf96d",
         "name":"Smell You Later",
         "level":4,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication<hr>You have learned the art of using scents to make tracking a creature harder or easier. You add the following simple and complex scents to your formula book.<br><br><b>Deodorizing Scent</b> (alchemical, consumable, oil, olfactory) <b>Activate</b> � Interact; <b>Effect</b> This woodsy smell lasts for 1 hour when applied to a creature. The DC of checks to Track the target under your deodorizing scent uses your scent DC. Creatures can’t passively notice the target by smell alone, even if the creatures have precise or imprecise scent.<br><br><b>Deodorizing Spray</b> (alchemical, aura, consumable, oil, olfactory) <b>Activate</b> � Interact; <b>Cost</b> 2 batches of infused reagents; <b>Effect</b> This version of deodorizing scent lasts for 8 hours. It confers its benefits to all creatures in a 15-foot emanation around the target. If a creature attempts to Track any creature within the emanation by scent during the duration, they make a single check to Track against your scent DC, to determine the results for all creatures within the emanation.<br><br><b>Trackable Scent</b> (alchemical, consumable, oil, olfactory) <b>Activate</b> � Interact; <b>Effect</b> This scent lasts for 1 week when applied to a creature. It leaves a clear scent trail for creatures who recognize the smell to follow, giving you and those that recognize the scent a +4 item bonus to Track the target using scent. You recognize the unique scent you concocted but may need to show it to other creatures to teach them to recognize it. If the target submerges themselves in water or performs a similar action that would likely result in the removal of this scent, this effect immediately ends. You can apply this scent even if the target is not willing by targeting an object in their possession or the target’s clothing, but doing so requires you to make a Stealth check against the target’s Perception DC or they notice you applied the scent.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871703"
      },
      {
         "id":"36212da2-23cf-40e9-b2c4-911b1082610d",
         "name":"Smelling Salts",
         "level":10,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication, trained in Medicine, master in Crafting<hr>You create an intensely scented vial to shake a creature out of a stupor. You learn the following complex scent.<br><br><b>Enervating Scent</b> (alchemical, consumable, oil, olfactory) <b>Activate</b> 1a Interact; <b>Cost</b> 2 infused reagents; <b>Effect</b> This astringent scent cannot be prepared as an elixir. When placed under the nose of a creature that can smell, choose one of the following effects. The target is temporarily immune to Enervating Scent for 10 minutes.<br><ul><li><b>Wake Up!</b> (healing) Wake an unconscious creature. The creature also gains temporary Hit Points equal to your level until the end of your next turn. If the creature is dying, it loses the dying condition and increases its wounded value by 1 and regains 1 Hit Point. You can spend an additional infused reagent to grant the target twice the number of temporary Hit Points that last for 1 minute instead of until the end of your next turn.</li><li><b>Snap Out of It!</b> Reduce the value of one condition of your choice affecting the creature by 2 between clumsy, enfeebled, or stupefied condition. Alternatively, you can instead choose to end a creature’s fascinated condition. You can spend an additional infused reagent to grant the recipient an immediate Will save against any ongoing effect giving it the confused or controlled conditions.</li></ul>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Crafting":6,
            "Medicine":2
         },
         "databaseID":1,
         "timestamp":"1774623871703"
      },
      {
         "id":"3df35ba1-8986-4cbe-8416-dfff1f564799",
         "name":"Sorcerous Scraps",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication<hr>Your fingers linger a moment longer on your scrolls as they fade away, the scraps of paper and running ink as much a part of you as anything else. When you Cast a Spell from a scroll, you gain a +1 status bonus to Arcana, Nature, Occultism, and Religion checks for one round.",
         "traits":"Archetype, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871703"
      },
      {
         "id":"07abddf4-05a6-4a7b-9894-d4886402adc4",
         "name":"Soul Spell",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication, trained in religion<hr>Your connection to your soulforged armament allows you to manipulate souls through the usage of magic. You gain the <i>eject soul</i> domain spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to meditate with your soulforged armament; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. You can Refocus by meditating to reconnect to your soul. Your domain spells from the soulforger archetype are divine spells. You become an trained in divine spell attack rolls and DCs and your key spellcasting ability modifier is Wisdom.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774623871704",
         "listCustomEffects":[
            {
               "proficiencyName":"Eject Soul",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "id":"488c8d7a-59fc-4ce7-b464-67230a0a35d9",
         "name":"Soulmerge",
         "level":4,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication<br><b>Trigger</b> You use an action you gained from the soulforger archetype or your turn begins and you are in a Soulmerge.<br><b>Frequency</b> once per round<br><b>Requirements</b> You are not enfeebled and are wielding or wearing your soulforged armament.<hr>Your soulforged armament briefly surges with power as you draw upon the power within you as you invest more of your soul into your armament. When you activate this ability you enter a Soulmerge at stage 1 and gain a +1 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul as long as you are Soulmerged. Once per round, each time you use the Soulmerge action you increase your Soulmerge stage by one step, and if you are at stage 3 your soul and form become fully merged and can use the Exert the Soul activity.<br><br><b>Exert the Soul</b> 2a (concentrate, divine) <b>Requirements</b> You are at stage 3 Soulmerge; <b>Effect</b> You unleash your soul’s power in a 30-foot line if your armament is a weapon, a 10-foot emanation if your armament is an armor, or a 20-foot cone if your armament is a shield. Creatures in the area take 4d6 force damage with a basic Reflex save against your class DC or spell DC, whichever is higher. This damage increases by 1d6 every 2 levels you possess after 4th. After you Exert the Soul, your Soulmerge ends and you become enfeebled 1 for 2 rounds.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"d23e098d-8498-40fb-b1d9-4ec69a502175",
         "name":"Sparkling Wand Display",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication<hr>Rather than a propelled rocket, this firework is a stick that glows and sparkles incredible colors. You gain the Sparkling Wand fireworks display.<br><br><b>Sparkling Wand</b> [1a] (light) <b>Effect</b> You create a branch which sparkles phenomenal colors at the tip. It sheds light as a torch for 1 minute. While wielding a sparkling wand, all visible creatures within the torch light are outlined and you attempt to counteract one or more effects within the area of its light. On a success, effects or spells that would grant the concealed condition to creatures in the area of your light are suppressed as long as they remain in the area. Use your Fireworks Lore modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A sparkling wand costs 1 batch of infused reagents, but you can increase the cost to 2 batches and spend an additional action to create an even brighter display which attempts to counteract effects or spells that would grant the invisible condition as well as the concealed condition.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"5361d180-7c54-49c6-8b7f-a15acc68fc42",
         "name":"Special Offer",
         "level":8,
         "reqFeats":[
            "e47f2aa9-c321-4cb8-af2c-5e633ff28f6a"
         ],
         "textDescription":"<b>Prerequisites</b> Merchant Dedication<hr>Come in, dear customer, and behold these new and uncommon items that will draw in and bedazzle you! When you Restock, you can attempt a DC 17 flat check, and on a success you stumble upon a special offer. The GM determines one common or uncommon permanent magic item at least two levels lower than your level that you encounter during your Restock. You can petition the GM to be looking for a particular kind of item, such as a weapon, a worn item, a wand, or some other qualifier to narrow your search, but the GM might choose to provide a different special offer as appropriate. You can buy the item by paying its price in gold, or by trading a combination of permanent items, gold, and Wares. If you attempt to trade your Wares as part of this process, you make an immediate Earn Income check to Sell your Wares at a DC appropriate for the number of Wares you attempt to trade. If this check fails, the deal is off, and you cannot buy the item. Regardless of the result of your trade, you cannot get another Special Offer for 1 week.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"54234421-5b9e-442e-b0d0-db0c2032d5ab",
         "name":"Spelleater",
         "level":12,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Magic Rounds<br><b>Trigger</b> You succeed or critically succeed at a saving throw against a spell or magical effect while you are wielding your bonded beast gun.<hr>Your beast gun hungers for magic to replenish its power, soaking up leftover magical energy in the wake of dangerous spells. Your beast gun becomes loaded with a Magic Round that lasts until the end of your next turn. If the triggering spell or magical effect originated from a creature, you gain a +1 circumstance bonus with your Magic Round against that target.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"ba61aaaf-fece-4d82-80e8-b327f82ac3cd",
         "name":"Spellseed Bullet",
         "level":14,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_Beast Gunner Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per day<br><b>Prerequisites</b> Beast Gunner Dedication<br><b>Requirements</b> You are wielding your bonded beast gun.<hr>You infuse a bullet with a potent spell and fire it, unleashing a magical spell at the impact point of your bullet like a plant sprouting from a seed. You Cast a Spell that takes 1 or 2 actions to cast that can target a creature or that has an area of a burst, cone or line. Make a Strike with your bonded beast gun. After your Strike, the spellseed ammunition sprouts, unleashing the effects of the spell using the creature as its point of origin or choosing any square adjacent to the target as the source. If you hit, the creature takes a –1 status penalty to their saving throw against the spell, or a –2 status penalty if it was a critical hit. If you critically miss, the spellseed ammunition is fired too far off course.<br><br>You can alternatively choose to target an empty space you can see within the first range increment of your bonded beast gun when you fire a Spellseed Bullet, replacing the spell’s range with the bonded gun’s range and treating the target space as the point of origin for the spell. You do not need to make an attack roll to target the space.",
         "traits":"Archetype, Magical, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"5882fed4-45f2-4bc4-bfa4-7da0db7dae99",
         "name":"Spike the Web",
         "level":8,
         "action":1,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7",
            "ce4d168d-f637-483d-a589-a14dd6c92d82"
         ],
         "textDescription":"<b>Prerequisites</b> Dream of Restriction<br><b>Requirements</b> A creature is immobilized by your Seize the Ties.<hr>You anticipate your prey’s flight with mental spines, ready to shred their escape. The required creature takes mental damage equal to your level with a basic Will save against your class DC or spell DC, whichever is higher.",
         "traits":"Archetype, Dreamspin, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"cecdf0ab-f3ce-4cc5-9cea-56d117937e62",
         "name":"Spirit Reflection",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication, your soulforged armament is a shield.<br><b>Frequency</b> once per round<br><b>Requirements</b> You are wielding your soulforged armament.<hr>By empowering your shield it reflects a sympathetic echo of the pain suffered upon your foes as you strike. Make a Strike with a shield bash or a weapon attached to your shield against a creature within your reach. If your Strike is successful, you Raise a Shield.<br><br><b>Special</b> When using Spirit Reflection, you can pour more of your soul into this action to give it the Soulstrain trait. If you do, you can spend an additional action to increase the circumstance bonus to AC from your shield by 1 until the beginning of your next turn and you must roll for Soulstrain.",
         "traits":"Archetype, Concentrate, Divine, Press, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871704"
      },
      {
         "id":"86a4afbc-dc1e-43c9-bd19-765bbf7ecd4b",
         "name":"Spirit Rend",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication, your soulforged armament is a weapon.<br><b>Frequency</b> once per round<br><b>Requirements</b> You are wielding your soulforged armament.<hr>You sheath your weapon in soul energy, empowering your strikes as you lash out with conviction. Make a Strike with the required weapon. If this Strike is a melee Strike, you increase your reach by 5 feet for that Strike or if it is a range Strike you increase the range increment of your weapon by 10 feet for the purposes of this Strike.<br><br><b>Special</b> When using Spirit Rend, you can pour more of your soul into this action to give it the Soulstrain trait. If you do and your Strike is successful, you deal persistent force damage equal to the number of weapon damage die and you must roll for Soulstrain.",
         "traits":"Archetype, Concentrate, Divine, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705"
      },
      {
         "id":"9a509b1d-4c1b-42c3-8db2-de14c9d95f08",
         "name":"Spirit Shelter",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication, your soulforged armament is a suit of armor.<br><b>Frequency</b> once per round<br><b>Requirements</b> You are wearing your soulforged armament.<hr>You project the protective energies of your soul to enhance you and your allies’ defensive properties. Until the beginning of your next turn, you create an aura of protective energy in a 10-foot emanation from you. This aura grants you and all allies in the aura resistance to physical damage equal to 1 plus the value of your armor’s potency rune (if any).<br><br><b>Special</b> When using Spirit Shelter, you can pour more of your soul into this action to give it the Soulstrain trait. If you do, the physical resistance is equal to half your level plus the value of your armor’s potency rune and you must roll for Soulstrain.",
         "traits":"Archetype, Aura, Concentrate, Divine, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705"
      },
      {
         "id":"89b49696-eda1-4001-93b3-3baab6fff856",
         "name":"Spit in the Face of Death",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<hr>You have faced death many times in the arena and feel bolstered by proximity to it. You gain a status bonus to Will saves against mental effects equal to your doomed value. When you would gain the wounded condition, you can instead choose to gain the doomed condition of the same value as your wounded condition or the combined value of your doomed and wounded condition if you were already doomed. If you would die while you have spectators as a result of having the doomed condition from this feat, you can make a Performance check at a very hard DC of your level to remain alive until the beginning of your next turn. You can continue to make these checks at the beginning of each of your turns to remain alive, but if you fail or have no spectators you die as normal. If you end an encounter with a doomed value that would cause you to die, you reduce the value of your doomed condition by 1, dying as normal if your doomed value would cause you to die.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705"
      },
      {
         "id":"f4b4fd1c-245b-464f-9597-8f5bb619187f",
         "name":"Spluttering Scamp Display",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Firework Technician Dedication<hr>This display leaves an immense trail of smoke in its wake as it spins, leaving a bank of thick mist. While useful for setting a mysterious mood during a show, the smoke is also useful in combat! You gain the Spluttering Scamp fireworks display.<br><br><b>Spluttering Scamp</b> [1a] to [3a] (poison) <b>Cost</b> 1, 2 or 3 batches of infused reagents; <b>Effect</b> You create a smoke bank within 60 feet that fills a 5-foot burst, 20-foot burst or 40-foot burst, spending 1, 2, or 3 actions to perform the display and using an equal amount of reagents respectively. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. If you spent at least 2 infused reagents, creatures within the burst must also make a Fortitude save against your fireworks display DC or become sickened 1 (sickened 2 on a critical failure). Creatures that succeed at this save or remove their sickened condition are immune to your Spluttering Scamp for 1 hour.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705"
      },
      {
         "id":"61341807-b5cc-4900-b14a-ceb7e095f4d3",
         "name":"Spreading Terror",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Trigger</b> You frightened a creature.<hr>You are such a terrifying presence on the battlefield that fear becomes contagious among your enemies. Demoralize a creature within 30 feet that can see both you and the creature you frightened.",
         "traits":"Archetype, Emotion, Fear, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705"
      },
      {
         "id":"df47b890-2ced-413c-99b9-1fb5929c4066",
         "name":"Stab and Blast",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Requirements</b> You're wielding a firearm with an attached bayonet or reinforced stock, a fire lance, or a combination weapon.<hr>You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range. Make a melee Strike with the required weapon. If the Strike is successful, you can immediately make a ranged Strike against the same target with a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705"
      },
      {
         "id":"4e23c9ba-f6be-4c71-ad2c-ee5f7f65c2d3",
         "name":"Standard Procedure",
         "level":6,
         "selectable":5,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication, expert in the appropriate skill<hr>You have learned how to operate with impunity, but that took practice. You’ve honed your procedures to the point where they’re an integral process after each successful endeavor. When you first select this feat you choose a procedure.<br><b>Special</b> You can select this feat multiple times, selecting a new procedure each time.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871705",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
               "int0":1,
               "reference":"fdaef072-1dc9-461e-851b-380877c531cc"
            }
         ]
      },
      {
         "id":"3335ebca-51ab-41b5-8dd2-459bd22bbc02",
         "name":"Stay Behind Me!",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<hr>You form the bulwark between ally and enemy. While your shield is raised, you provide lesser cover to allies against ranged attacks that would pass through adjacent squares, or standard cover to allies against ranged attacks if they would already have lesser cover.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"69a21cf2-a98e-45f8-852c-5795b419a659",
         "name":"Stella's Stab and Snag",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication; expert in Thievery<br><b>Access</b> Member of the Pathfinder Society.<br><b>Requirements</b> You are wielding a piercing or slashing melee weapon.<hr>You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. Stride up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can Strike an opponent within reach. If this Strike is successful, you can attempt a Thievery check to Steal from the target.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"6783a555-e1b2-4456-9300-83ba3ceae0ff",
         "name":"Step of the Wild",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Primal Being or Horizon Walker Dedication and the ability to cast primal spells from spell slots.<br><b>Frequency</b> once per day<hr>You have learned to warp the land around you with primal energy. For 1 minute or until you Dismiss your Step of the Wild, you transform the environment in a 10-foot aura so that it looks and functions as your favored terrain and difficult terrain of a type appropriate for your favored terrain. The environment remains transformed for the duration of Step of the Wild even if you leave the area.<br><br>This transformation does not materially alter the conditions of the existing environment, but it can provide brief access to certain features present in that terrain. For example, it does not provide breathable air underwater, and a favored terrain of sky does not remove the ground beneath you to the point where you could enter those spaces, but you might use aquatic terrain to gain temporary access to small amounts of water or a desert terrain to gain temporary access to sand. The transformation also does not change the temperature or weather conditions of the environment unless another feat allows you to do so.<br><br>If you are legendary in Nature, you can use Step of the Wild once per hour instead of once per day.",
         "traits":"Archetype, Primal, Transmutation, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"5f9a0bf2-991e-4612-905b-0f1917cfc0cb",
         "name":"Steps of the Marked",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>Your marks cannot escape you, leaving behind trails for you to follow. You gain the <i>steps of the marked</i> mortis spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point or increases the number of Focus Points in your focus pool by 1 if you already had one. You can Refocus by contemplating your methods to dispatch marks. You become trained in occult spell attack rolls and spell DCs.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871706",
         "listCustomEffects":[
            {
               "proficiencyName":"042e28c2-6071-4750-80fc-2e9b056be968",
               "effectType":10,
               "bonusAmount":1,
               "reference":"5f78b597-6b65-4fe9-a98c-40a088005de9"
            }
         ]
      },
      {
         "id":"bf52c67f-4d03-4dbf-9866-70b3443c1aaa",
         "name":"Stick Your Nose In",
         "level":7,
         "action":1,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Trained Nose, or scent<br><b>Requirements</b> A creature is within range of your scent.<hr>A successful perfumist must be able to glean a patient’s unspoken feelings. You Sense Motive against a creature with a +2 circumstance bonus to your check. In addition to the normal effects of a Sense Motive, you learn whether it would receive a positive or negative effect to one scent you know the formula for.<br><br><b>Critical Success</b> You correctly determine its response and gain a +4 circumstance bonus to Stick Your Nose in on the same creature until your next daily preparations.<br><b>Success</b> You correctly determine its response.<br><b>Critical Failure</b> You incorrectly determine its response.",
         "traits":"Archetype, Secret, Skill, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"bf161e97-54f5-496a-856a-da739d68268a",
         "name":"Sticky Fingers",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication, expert in Thievery<hr>You have an innocent-seeming tendency to inspect random materials that you think will be useful later and occasionally pocket them. If you spend 1 minute adjacent to non-magical items that are of L bulk or negligible bulk, you can Palm the Object on every object within a 10-foot square and then immediately Interact to stow the items. If you attempt to Palm an Object that is not in high quantities or that would be easily noticed that it was missing, you take a –5 circumstance penalty to your Thievery check to Palm the Object. You can use these items as raw materials equal to their value for temporary items you create.",
         "traits":"Archetype, Exploration, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"9ab8c106-e0c3-4dff-9f58-cf323dd50235",
         "name":"Stitch in Time",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication",
            "ARCHETYPE_TIME_MAGE_Quickened Casting"
         ],
         "textDescription":"<b>Prerequisites</b> Time Mage Dedication, Quickened Casting<hr>You took the phrase \"make more time\" as a challenge. You can use the Quickened Casting metamagic once per hour instead of once per day.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"147e620d-5c35-41dd-b533-9766dbf8aa88",
         "name":"Stroke of Mercy",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<br><b>Requirements</b> You are adjacent to a prone creature you have Marked for Death.<hr>When your marks are at your mercy, you don’t hesitate. Make a Strike against the required enemy. Your Strike deals additional damage equal to your level and you double any damage you would deal from the backstabber and deadly traits.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871706"
      },
      {
         "id":"519c99c9-10f1-49e9-b26e-826309d9f7e7",
         "name":"Stronger Than Earth",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "ARCHETYPE_VIKING_Quick Shield Block"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication; Quick Shield Block<hr>Your shield is ever ready for a strike. You are permanently quickened, and can use your extra action only to Raise your Shield or Interact to draw a shield.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871707"
      },
      {
         "id":"5c7f4cd3-48bf-456a-aaea-bd840bd520a7",
         "name":"Stymie the Flow",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<hr>You create a pool of still water in the river of time. You gain the <i>delay consequences</i> domain spell, and you gain a focus pool of 1 point, or increase your focus pool by 1 point. You can Refocus by connecting with your timestream allowing you to refill your focus pool. Your domain spells from the chronoskimmer archetype are arcane spells.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871707",
         "listCustomEffects":[
            {
               "proficiencyName":"Delay Consequence",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "id":"c7bb205c-897e-4827-a0d9-8bab91e91075",
         "name":"Summit's Sturdiness",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Requirements</b> You are benefitting from your mountain terrain attunement.<hr>The hardiness of a mountain is more than simply a tough exterior, it is the ability to endure the elements and keep on moving. You gain a +1 circumstance bonus to AC and to Fortitude saves until the beginning of your next turn. The circumstance bonus to Fortitude saves is +2 if the effect would apply forced movement or give you the prone condition.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871707"
      },
      {
         "id":"79404c3b-9322-4f29-93d6-3ba92f62ad8a",
         "name":"Survivalist",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, expert in Survival<hr>You know how to forage for herbs and use them to stay healthy. You can use Survival instead of Medicine when using Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds and you can perform these actions without healer’s tools if you’re in your favored terrain. You can use your proficiency in Survival to determine what Medicine checks you are allowed to attempt as part of these actions. You can Subsist while you Treat Disease without taking the normal –5 penalty. If you spend 10 minutes gathering materials from inside your favored terrain, you to gain a +1 circumstance bonus to your checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds using Survival. Special If you have Battle Medicine, you can also use your proficiency in Survival for your Battle Medicine.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774623871707"
      },
      {
         "id":"c1c99b01-7263-446e-9dd5-c0182b95d3cb",
         "name":"Suspicious Package",
         "level":14,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<hr>You’ve learned how to design your makeshift devices to look like hazards, distracting foes. You Interact to place a temporary item that you Crafted using Scrounger Dedication on the ground adjacent to you. The item is ominous to your enemies and functions as an allied creature of your level for the purposes of the flanking condition and the square is treated as difficult terrain against them. A target can attempt to alleviate their suspicions by making a Seek against your Crafting DC to end these effects, becoming temporarily immune to Suspicious Package for 1 minute.",
         "traits":"Archetype, Emotion, Fear, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871707"
      },
      {
         "id":"eae00872-a9fc-42d1-8df9-24ddd3b3fc53",
         "name":"Swift Attunement",
         "level":6,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication<br><b>Frequency</b> once per day<hr>Switching elemental attunements comes more easily to you than it does to others as you utilize ambient elemental magic you harness. You change the elemental attunement you selected during your daily preparations. This attunement lasts until you next make your daily preparations.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871707"
      },
      {
         "id":"28309e7c-8f17-4f6b-a360-99d3daafafde",
         "name":"Takedown Shot",
         "level":8,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_Bullet Dancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bullet Dancer Dedication<br><b>Requirements</b> You’re in Bullet Dancer Stance.<hr>Using your martial arts training, you attempt to trip your foe and then fire a shot at them while they’re defenseless on the ground. Make an Athletics check to Trip. If you succeed or critically succeed, you can make a ranged Strike using a one-handed firearm you wield. This attack uses the same multiple attack penalty as your Trip.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871707"
      },
      {
         "id":"aff7564b-a1cf-4804-a023-f2249418e06e",
         "name":"Temporal Misalignment",
         "level":4,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<br><b>Trigger</b> Your turn begins during the first round of an encounter.<br><b>Requirements</b> You stabilized or successfully destabilized your timestream for initiative.<hr>When you stabilize or destabilize a timestream, your form takes time to align in the timestream. Oddly, both have the same effect. If you chose to stabilize your timestream, you become concealed until the start of your next turn as your body's image and temporal location are slightly different. If you chose to destabilize your timestream, you instead become concealed until the end of your next turn if you succeeded your flat check. As usual for being concealed while your position is obvious, you cannot use this concealment to Hide or Sneak.",
         "traits":"Archetype, Concentrate, Illusion, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871708"
      },
      {
         "id":"a8d2fafa-42f0-4644-9bb1-b6f62bb1bd7e",
         "name":"Temporary Potion",
         "level":12,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "fb489c4c-a9be-46ac-9e83-1fcbf50b518b"
         ],
         "textDescription":"<b>Prerequisites</b> Cauldron<hr>During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to Craft them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.<br><br>If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871708"
      },
      {
         "id":"fe04bcdd-9e85-4fb2-87e6-41454231595e",
         "name":"Temporary Weapon Expertise",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<hr>The work you put into assembling a temporary weapon gives you unique insight into how it works. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in simple and martial temporary weapons that you Crafted using Scrounger Dedication.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871708"
      },
      {
         "id":"50fc9b8d-0f8d-4f80-8f44-37c5bc9bb8cc",
         "name":"Terrifying Howl",
         "level":12,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "GENERAL_Intimidating Glare"
         ],
         "textDescription":"<b>Prerequisites</b> Intimidating Glare, Viking Dedication<hr>You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.",
         "traits":"Archetype, Auditory, Rage, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871708"
      },
      {
         "id":"e8b9b35e-7870-43fb-98a3-2f95bbb0bb55",
         "name":"Terrifying Legend",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication, legendary in Performance<hr>Your reputation is such that enemies freeze in your presence. While a creature who is frightened by you is within a 30-foot emanation of you, the following effects occur:<br><ul><li>If you critically succeed at a Strike, the creature increases its frightened value by 1.</li><li>The creature is slowed 1.</li><li>Other creatures can’t be flat-footed to the creature unless the creature is of greater level.</li></ul>",
         "traits":"Archetype, Aura, Emotion, Fear, Mental, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Performance":8
         },
         "databaseID":1,
         "timestamp":"1774623871708"
      },
      {
         "id":"c958b667-1be3-4363-a49b-46e181560ea2",
         "name":"Terrifying Package",
         "level":18,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication",
            "c1c99b01-7263-446e-9dd5-c0182b95d3cb"
         ],
         "textDescription":"<b>Prerequisites</b> Suspicious Package<hr>Your makeshift device is frightening to behold. When you use Suspicious Package to place a temporary item, the square is greater difficult terrain and you can attempt a Crafting check against the Will DC of all foes within 15 feet of the item. Creatures can attempt Seek checks to end these effects in addition to other effects of Suspicious Package.<br><br><b>Critical Success</b> The targets become frightened 2 and cannot lower their frightened condition while they are within 15 feet of the object.<br><b>Success</b> The targets become frightened 1 and cannot lower their frightened condition while they are within 15 feet of the object.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871708"
      },
      {
         "id":"6fbec2f7-2632-43d3-94be-4dd8d4ede6ca",
         "name":"That's Not Historically Accurate",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication, trained in Intimidation<hr>\"Actually, Vikings didn't wear horned helmets\", they say, ignoring your cool horned helmet and the equally cool axe you're swinging. You become an expert in Viking Lore. At 7th, and 15th levels, you gain an additional skill increase in Viking Lore. You may spend 3 gp for an anachronistic helmet which has usage worn (head). While wearing your helmet, when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If you’re legendary in Intimidation, this bonus increases to +2. You do not gain this circumstance bonus if the target of your Coerce or Demoralize is trained in Viking Lore.",
         "traits":"Archetype, Linguistic, Visual, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774623871708",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Additional Lore",
               "reference":"50e65222-1d57-48c8-b3e4-58806ae7ef9a"
            }
         ]
      },
      {
         "id":"6fa72bf2-8e77-45cd-9c5d-80bfac8807d3",
         "name":"The Big One",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_Firework Technician Dedication"
         ],
         "textDescription":"<b>Prerequisite</b> Firework Technician Dedication<br><b>Frequency</b> once per day<hr>You have perfected your craft to create the ultimate, perfect firework. Once per day, you can unleash The Big One, three fireworks displays combined into one. You expend the amount of reagents needed for all three displays, and each display must target an area within 30 feet of another display's target area.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"7afc2cbc-ccc6-440a-a0d3-ec2f7199e2e0",
         "name":"The Eternal Soul",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Soulforger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Soulforger Dedication<br><b>Trigger</b> You attempt to summon your soulforged armament.<br><b>Requirements</b> You have already summoned your soulforged armament in its essence form this day.<hr>Bringing forth the full essence of your soulforged armament is normally something that can only be performed once per day, but with strenuous training you have learned to bring out the full potential of your soul. You Manifest Soulforged Armament and summon your soulforged armament in its essence form.",
         "traits":"Archetype, Concentrate, Divine, Soulstrain, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"3c599a3b-ead3-45e5-ad7e-3342d8baae04",
         "name":"The Nose Knows",
         "level":10,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication<hr>You’ve built up a tolerance to scents. You can choose to be immune to the effects of any scent you created whenever you would be affected by it, and you gain a +4 status bonus to resist olfactory effects.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"3e9868cf-e0b7-4423-9a6f-b0decbffbcfd",
         "name":"The World is my Garden",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You know that no matter where you are, the earth will support you. You learn the <i>plant growth</i> ritual. While in an area of <i>plant growth</i> you are treated as in wilderness for the purposes of feats or abilities from the herbalist archetype.<br><br>Once per week, you can use plant growth with a cast time of 1 hour instead of 1 day, but the duration is reduced to 1 week and the area is a 100-foot burst instead of a ½ mile radius circle.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"3fe52ddf-4344-4b68-b362-93b033defb09",
         "name":"These Feet Were Made for Walking",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication<hr>Chasing the horizon is a long and arduous path, so it helps to not only pace yourself but your allies. You increase your Speeds by 5 feet when in your favored terrain. When you Hustle within your favored terrain, you treat your Constitution modifier as 2 higher or 1 higher if you are not in your favored terrain. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 10 minutes beyond that or 20 minutes if you are Hustling in your favored terrain.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"e299c3ef-81d7-4e68-9979-f176431bbf4a",
         "name":"Thorn Hedges",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication",
            "ARCHETYPE_HERBALIST_Expert Herbalism"
         ],
         "textDescription":"<b>Prerequisites</b> Expert Herbalist<hr>You cause a thick wall of thorny brambles to grow from the ground. You can create a 5-foot-thick wall of brambles by dropping a number of reagents on natural ground in squares adjacent to you equal to the actions you spent. At the beginning of your next turn, thorny hedges sprout in the chosen squares and extend up to 10 feet high. Everything on each side of your thorn hedges has cover from creatures on the opposite side, and the hedge's spaces are difficult terrain. For every move action a creature uses to enter at least one of the thorn hedge's spaces, that creature takes 3d4 piercing damage. If a creature is caught in the area of a thorn hedge when it first sprouts, it also takes this piercing damage. For every two levels you possess above 10th level, you can spend an additional reagent per square to increase the piercing damage by 1d4 and the thorn hedge’s Hit Points by 5.<br><br>Each square of hedges has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.",
         "traits":"Archetype, Concentrate, , Manipulate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"02837ffb-6a18-41ba-9161-fc1472fb1b67",
         "name":"Thorny Reprisal",
         "level":6,
         "action":-1,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication; you can cast primal spells or are an elementalist<br><b>Trigger</b> You used Shield Block with a wooden shield and your shield was not destroyed.<hr>Your shield is wrapped in living thorns, and they like being damaged even less than you. A coil of thorns wraps itself around the triggering enemy and makes them immobilized until the end of your next turn unless they succeed at a Reflex save against your spell DC. If a creature attempts to Escape or is moved from their square while the thorns are wrapped around it, it takes piercing damage equal to your shield’s hardness with a basic Reflex save against your spell DC. The DC to Escape your Thorny Reprisal is equal to your spell DC.",
         "traits":"Archetype, Impulse, Plant, Primal, Wood, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"89fefd01-13a8-4ea1-94ae-1b60a45dde8b",
         "name":"Thumbs Down",
         "level":12,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Call Your Shot, master in Intimidation or Performance<br><b>Frequency</b> once per 10 minutes<br><b>Requirements</b> You used Call Your Shot on a creature to frighten them.<hr>The crowd calls for blood and who are you to deny them? Make a Strike against a frightened creature you frightened with Call Your Shot. If you hit, your target takes 6d6 mental damage with a basic Will save against your Intimidation or Performance DC, whichever is higher. If the target critically fails their save and would be reduced to 0 Hit Points, they die instantly. The critical failure effect has the death, fear, and incapacitation trait. The target then becomes temporarily immune to your Thumbs Down for 1 day. If you are legendary in Intimidation or Performance, the damage increases to 10d6.",
         "traits":"Archetype, Emotion, Fear, Manipulate, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871709"
      },
      {
         "id":"0e7a5ae4-59f5-4add-ae19-8d7e32edaea2",
         "name":"Tight Squeeze",
         "level":10,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<br><b>Requirements</b> You are flanked by at least two enemies.<hr>You are adept at escaping tight situations in combat. Make a melee Strike. If you hit the target, you swap positions with the target and you can attempt to Shove the target in the direction of another foe who was adjacent to you before you swapped positions. If you succeed at your Shove, both foes must attempt a Fortitude save against your Athletics DC. If either target fails, you can immediately Step.<br><br><b>Failure</b> The creature falls and lands prone.<br><b>Critical Failure</b> The creature falls and lands prone and takes 1d6 bludgeoning damage you can immediately Step.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"d01cd8e6-f023-4581-a3e7-e8deab472499",
         "name":"Time's Resilience",
         "level":8,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<br><b>Frequency</b> once per day<br><b>Trigger</b> A creature you can see is about to roll a die twice as a fortune effect.<hr>In another timeline, your enemy gained a second chance which might have turned the tide. This timeline is not so kind. The triggering fortune effect target does not occur; it is negated by this misfortune effect. If the target succeeds at this check, they are immune to your Time’s Resilience for 1 day, but your once per day use of Time’s Resilience is refunded.",
         "traits":"Archetype, Concentrate, Misfortune, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"63b895ce-43b2-41e0-9373-be8bcc371452",
         "name":"Timeless Elite",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication<hr>You are like a fish, effortlessly swimming through the river of time. You are immune to being Slowed. You are permanently quickened, and can use the extra action to Strike, use a Chronoskimmer action, or as part of a Chronoskimmer activity.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"8077cac5-658e-41ac-91eb-893928e0a6fb",
         "name":"Timestream's Enforcer",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>You have traveled to the Dimension of Time and become an enforcer who prevents meddling with time. You gain the Time trait and no longer age or need to eat or sleep. You gain a +1 circumstance bonus to checks to Investigate or Search as well as to attack rolls against creatures that are quickened or slowed.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"cbc4bbcc-b6a9-4285-b411-99db5ddb387a",
         "name":"Timestream's Enforcer",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer Dedication or Time Mage Dedication<hr>You have traveled to the Dimension of Time and become an enforcer who prevents meddling with time. You gain the Time trait and no longer age or need to eat or sleep. You gain a +1 circumstance bonus to checks to Investigate or Search as well as to attack rolls against creatures that are quickened or slowed.",
         "traits":"Uncommon, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"099611a1-b00f-4d75-bdb9-433228836ccb",
         "name":"Tomfoolery",
         "level":4,
         "action":1,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>You perform an act of foolery that gives you the upper hand. Perform and compare your result against the Will DC of a creature within 30 feet. This effect gains the traits of your clown training Perform. Regardless of the result, the creature is then temporarily immune for 1 minute.<br><br><b>Critical Success</b> The creature is fascinated by you until the end of your next turn, and you gain the effects of a successful Recall Knowledge roll.<br><b>Success</b> As a critical success, but the creature is fascinated by you until the start of your next turn.<br><b>Critical Failure</b> You gain no knowledge and become flat-footed until the start of your next turn.",
         "traits":"Archetype, Concentrate, Emotion, Flourish, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"c94ea973-0fa9-4049-8a4a-579d97115a41",
         "name":"Tools of the Trade",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication; infused reagents or Snare Crafting<hr>You’ve learned to use alchemy to perfect your art. When a creature you have Marked for Death takes damage from an alchemical item you created using infused reagents or from a snare you created, you deal 2 additional damage to the creature and if it critically failed its save or was critically hit by a Strike that included an effect from one of these items, they take an additional 1d6 damage. If you are at least 17th level, the base additional damage increases to 4 and the damage on critical failures and critical hits increases to 2d6. This damage applies only once per infused reagent or snare.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"9fcafb0d-3e5f-4a19-9667-aa912c97e82b",
         "name":"Trained Nose",
         "level":4,
         "reqFeats":[
            "68edc748-001d-4315-96a4-56c17c07ee3a"
         ],
         "textDescription":"<b>Prerequisites</b> Perfumist Dedication<hr>You have trained your nose to detect scents and subtleties. You gain imprecise scent with a range of 15 feet. If you are at least 7th level, the range of your scent increases to 30 feet, and if you are at least 15th level your scent becomes a precise sense.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871710"
      },
      {
         "id":"c2e424e2-a5e7-4635-863f-afdba470b962",
         "name":"Trick Shot",
         "level":12,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_PIRATE_Pirate Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Pirate Dedication<br><b>Requirements</b> You're wielding a loaded crossbow or firearm.<hr>You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.<br><ul><li><b>Dislodge Object</b> Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table.</li><li><b>Explosive BarrelYour attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th.</b></li></ul>",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"d2d62abc-a585-4316-8699-a9c9da288826",
         "name":"Trickster's Ace",
         "level":20,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<br><b>Trigger</b> You specify the trigger when you make your daily preparations (see <b>Requirements</b> below).<br><b>Requirements</b> When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.<hr>Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.",
         "traits":"Archetype, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"e321109f-4579-4c19-b223-f95024974ce0",
         "name":"Tumultuous Terrain",
         "level":14,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication",
            "6783a555-e1b2-4456-9300-83ba3ceae0ff"
         ],
         "textDescription":"<b>Prerequisites</b> Step of the Wild<br><b>Frequency</b> once per hour<hr>You change the environment that you’ve transformed with Step of the Wild to be harsh and intense, burdening creatures who experience it. Enemy creatures within the area of your difficult terrain suffer the following effects while inside your favored terrain. If a creature leaves the area of your difficult terrain they are no longer affected by any ongoing effects.<br><br><b>Aquatic</b> Creatures in the area must attempt a Reflex save against your spell DC or become flat-footed as if they were in standing water. Creatures that critically fail their save treat attacks that deal bludgeoning and slashing damage as if they were underwater.<br><b>Arctic</b> Creatures in the area must attempt a Reflex save against your spell DC or become flat-footed. Creatures that critically fail their save are treated as if they are on uneven ground while in the area.<br><b>Desert</b> Creatures in the area must attempt a Fortitude save against your spell DC or become dazzled. Creatures that critically fail their save are also fatigued for 1 hour even if they leave the area.<br><b>Forest</b> or <b>Mountain</b> Creatures in the area must attempt a Reflex save against your spell DC or they take a –5-foot status penalty to its Speed and its climb Speed if it has one. Creatures that critically fail their save are knocked prone.<br><b>Plains</b> or <b>Underground</b> Creatures in the area must attempt a Reflex save against your spell DC or become they take a –10-foot status penalty to its Speed. Creatures that critically fail their save are immobilized until the beginning of their next turn.<br><b>Sky</b> Flying creatures in the area must attempt a Reflex save against your spell DC or become they take a –10-foot status penalty to its fly Speed. Creatures that critically fail their save must spend an additional action on their turn to Fly or they fall.<br><b>Swamp</b> Creatures in the area must attempt a Reflex save against your spell DC or become flat-footed as if they were in standing water. Creatures that critically fail their save are immobilized until the beginning of their next turn.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"12ece037-db7a-4c04-88c1-8f927d2a30ab",
         "name":"Turn the Tables",
         "level":7,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, master in Survival<br><b>Requirements</b> You’re in your favored terrain and flat-footed to a creature.<hr>Your knowledge of terrain helps you avoid being caught off guard. Attempt a Survival check against the required creature’s Will DC.<br><br><b>Critical Success</b> You are not treated as flat-footed to the creature until the end of your next turn and it becomes flat-footed to you for the same duration.<br><b>Success</b> As critical success, except these effects only apply to the creature's next Strike against you and its flat-footed condition only lasts until your next Strike against the creature.",
         "traits":"Archetype, Skill, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Survival":6
         },
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"f3ed32e1-787a-4d6b-9ee0-aa1f5fe7b33a",
         "name":"Uncanny Dodge",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<hr>You gain the deny advantage class feature.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"d8f3b195-3fa7-45fb-9880-e397d7b621a5",
         "name":"United Assault",
         "level":4,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Access</b> Knights of Lastwall have access to this feat.<hr>Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.",
         "traits":"Uncommon, Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"20fbf245-4004-48d7-bbc5-747c5df2d953",
         "name":"Unspool the Web",
         "level":10,
         "action":0,
         "reqFeats":[
            "0225b4ce-882d-4052-b674-38665c6c6ff7",
            "ad68ab9b-93cf-4313-b6ec-48e286169c92||ce4d168d-f637-483d-a589-a14dd6c92d82"
         ],
         "textDescription":"<b>Prerequisites</b> master in Occultism; Dream of Deceit or Dream of Restriction<br><b>Frequency</b> once per round<br><b>Trigger</b> A creature attempts to Escape from your dreamweb.<hr>You release a bit more mental energy from your proverbial spool, extending your prey’s vulnerability. The target must roll twice and take the worse result on its attempt to Escape.",
         "traits":"Archetype, Dreamspin, Misfortune, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Occultism":6
         },
         "databaseID":1,
         "timestamp":"1774623871711"
      },
      {
         "id":"96498388-b8c8-4928-b8de-cec8a883d9d8",
         "name":"Valiant Intervention",
         "level":16,
         "action":2,
         "reqFeats":[
            "ARCHETYPE_MARSHAL_Marshal Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Marshal Dedication<br><b>Requirements</b> An ally within your marshal's aura took damage from an enemy this turn.<hr>As you charge across the battlefield, your bravery inspires all who see. Stride towards the required enemy, then, if you end your turn within melee reach, you can make a melee Strike against that creature. You gain a +2 circumstance bonus to damage on your Strike and if your Strike is successful, you grant temporary Hit Points equal to your Charisma modifier to any ally within your aura that took damage from the required enemy since the end of your last turn for 1 minute.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"75502116-a4a3-4c15-b5fa-71353a3fa4f0",
         "name":"Verdant Weapon",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication<hr>You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus.<br><br>You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"12254a1a-ee8b-42cb-a30c-669f82d8c237",
         "name":"Veteran Crew",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication",
            "b3592e39-3955-44f6-aeef-2169fa36872e"
         ],
         "textDescription":"<b>Prerequisites</b> Professional Crew<hr>Your crew becomes a veteran crew. Whenever your crew would risk being disbanded and you would roll a check to prevent it from doing so, you can roll twice and take the better result and if you do the check gains the fortune trait. When you first gain this feat, you can choose to grow the size of your crew’s Battle Formation to 16 squares and if you do they require 8 additional items to be outfitted. When your crew reaches ⅔ of their total Hit Points, they reduce their size to 9 squares and when your crew reaches ⅓ of their total Hit Points, they reduce their size to 4 squares.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"930cadef-7d8a-4a43-af01-4dd5a534beca",
         "name":"Viking Resiliency",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication; class granting you no more Hit Points per level than 8 + your Constitution modifier<hr>You gain 3 additional hit points for each Viking archetype class feat you have. As you continue to select viking archetype class feats, you continue to gain additional hit points in this way.<br><b>Pathbuilder Note:</b> This feat is un-automatable, and as far as I know there's no simple workaround.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"d4ee94ce-f369-40e0-94b3-deac2eb5bc4e",
         "name":"Viking Weapon Sundering",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication",
            "ARCHETYPE_VIKING_Viking Weapon Familiarity"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Weapon Familiarity<hr>You are made to break and tear things apart, be they shields, ships, or buildings. Add razing to the traits of all weapons listed in Viking Weapon Familiarity. If a weapon you gained from Viking Weapon Familiarity would already have the razing trait, when you deal damage to an object the object takes an amount of additional damage equal to triple the number of weapon damage dice instead of double.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"0a6db5e3-2ed2-4991-b27f-d8b66e7f2148",
         "name":"Virtuoso Improviser",
         "level":16,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<hr>When you Craft temporary items using Scrounger Dedication, you spend only 1 minute to perform the initial Crafting check instead of 10 minutes. If a hostile or unfriendly creature sees you while you Craft, compare your initial Crafting check with the Will DC of the creature.<br><br><b>Success</b> The target is fascinated by you for as long as you Craft. If you or your allies have not taken a hostile action against the creature, you can immediately Make an Impression on the creature using the result of your Craft for the result of your Make an Impression.<br><b>Failure</b> The target is fascinated for 1 round.<br><b>Critical Failure</b> The target’s attitude towards you decreases by one step.",
         "traits":"Archetype, Concentrate, Exploration, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"e0a7e914-f621-4fef-8a71-72e270601dfe",
         "name":"Voice of the Inner Sphere",
         "level":6,
         "reqFeats":[
            "ARCHETYPE_Elementalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Elementalist Dedication<hr>Your connection to the elemental planes gives you the supernatural ability to speak with elementals as though you were one of them. While attuned to an element, you can understand and can speak the language associated with the elementals of your attuned element. In addition, you can communicate with mindless elementals with a trait that matches your currently attuned element, and can use Diplomacy to Make an Impression on these elementals and to make very simple Requests of them.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"6e8adc58-6530-4d57-a175-1f72ff71f429",
         "name":"Vortex of Inevitability",
         "level":18,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_CHRONOSKIMMER_Chronoskimmer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer or Time Mage Dedication<br><b>Trigger</b> You critically succeed at a Strike or a creature critically fails a saving throw against one of your spells or effects.<hr>The wind and flow of time spirals out of control for an enemy. The triggering creature becomes frightened 2 and doomed 1 as it sees a glimpse of what lies outside of time.",
         "traits":"Archetype, Concentrate, Emotion, Fear, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871712"
      },
      {
         "id":"cf9e1b0b-8e39-45cd-9f21-50e3066ee7d5",
         "name":"Vortex of Inevitability",
         "level":18,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Chronoskimmer or Time Mage Dedication<br><b>Trigger</b> You critically succeed at a Strike or a creature critically fails a saving throw against one of your spells or effects.<hr>The wind and flow of time spirals out of control for an enemy. The triggering creature becomes frightened 2 and doomed 1 as it sees a glimpse of what lies outside of time.",
         "traits":"Archetype, Concentrate, Emotion, Fear, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871713"
      },
      {
         "id":"9b9d6dba-015b-40da-a1b0-b49f7b847bf7",
         "name":"Wade Into the Horde",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication<hr>You exult in battling multiple enemies at once and have trained to do so effectively. When you attack a creature that is adjacent to you, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack another creature this turn. If you are wielding a sweep weapon, you instead increase the bonus from the sweep trait by 1 if your circumstance bonus from the trait and this bonus would apply to the same attack roll.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871713"
      },
      {
         "id":"f1a5642c-7310-4773-9c46-9b691a2a8fa4",
         "name":"Walk the Elements",
         "level":14,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication; ability to cast primal spells<hr>You have walked many lands and come to understand how all the elements affect every type of terrain. Once per day, you can cast <i>elemental confluence</i> as a 6th-level primal spell and you do not need to Sustain the Spell for it to remain in effect (but you can still Dismiss it).<br><b>Special</b> If you have the spellcasting class feature and can cast primal spells, you can cast this spell as a spell of your class.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871713",
         "listCustomEffects":[
            {
               "proficiencyName":"Elemental Confluence",
               "effectType":9,
               "bonusType":3,
               "bonusAmount":6
            }
         ]
      },
      {
         "id":"b8718b4e-a59c-47bf-b5ba-ac795276819a",
         "name":"Walk the Grid of Time",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_TIME_MAGE_Time Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Time Mage Dedication, legendary in Occultism<hr>Time travel is a dangerous activity, but sometimes it must be done. You know the walk the grid of time ritual, which allows you to traverse time itself.",
         "traits":"Rare, Archetype, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Occultism":8
         },
         "databaseID":1,
         "timestamp":"1774623871713"
      },
      {
         "id":"4e55aee9-8b2a-491c-98a4-880c935b3e8c",
         "name":"Walking Bulwark",
         "level":18,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Bastion Dedication<br><b>Requirements<b> You have a shield raised that you can Take Cover behind.<br>With you at the center, your allies have nothing to fear. You Take Cover behind your shield, and up to two adjacent allies of your choice gain lesser cover as long as they are adjacent to you. These allies can also spend their reaction to Take Cover behind your shield to give themselves standard cover. They gain the effects of this cover until the end of their next turn or until they are no longer adjacent to you, whichever comes first.</b></b>",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871713"
      },
      {
         "id":"0225b4ce-882d-4052-b674-38665c6c6ff7",
         "name":"Wandering Spider Dedication",
         "level":2,
         "textDescription":"<b>Prerequisites</b> trained in Occultism<hr>You have learned to unlock a power hidden within your dreams, which can take varied forms. You gain the Spin the Web action and choose one 4th-level wandering spider archetype feats for which you meet the prerequisites. You gain that feat, ignoring its level prerequisite. This additional feat does not count as a feat gained from the wandering spider dedication for the purposes of this feat's special clause.<br><br><b>Spin the Web</b> [1a] (Concentrate, Manipulate, Mental, Occult) <b>Frequency</b> once per round; <b>Effect</b> You spin a web of half-real dreams and delusions. Attempt an Occultism check against the Perception DC of a creature within 15 feet that does not already have a dreamweb from you. On a success, the chosen creature gains a dreamweb for 1 minute, until they successfully Escape against your Occultism DC. As long as you have a dreamweb on at least one creature, you can use dreamspin actions, which can only affect creatures with a dreamweb from you. If a creature Escapes, is further than 30 feet from you, or is released from your dreamweb, your dreamweb and any of its ongoing effects ends.",
         "traits":"Archetype, Dedication, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Occultism":2
         },
         "databaseID":1,
         "timestamp":"1774623871713",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"f6593e45-2e6c-4a36-9ded-0d518be94605",
               "int0":0,
               "reference":"c2f6b7d0-67f4-4ca8-a6a2-c21eb38c9c58"
            },
            {
               "effectType":13,
               "string0":"bfa0a7bb-98e1-448d-995d-6ac217990577",
               "int0":1,
               "reference":"53edcc87-2250-4584-ae23-de05a7b38e21"
            }
         ]
      },
      {
         "id":"84fac597-c667-4418-978f-1003431859ee",
         "name":"Warded Targe",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_SCROLL TRICKSTER_Scroll Trickster",
            "GENERAL_Shield Block"
         ],
         "textDescription":"<b>Prerequisites</b> Scroll Trickster Dedication, Shield Block<hr>Your magical etchings on a caster’s targe makes it more effective at deflecting blows. During your daily preparations, you can choose to mark a caster’s targe in your possession with wards. This gives it the magical trait, increases its hardness by 2, increases its HP by twice your level, and increases its BT by your level. If the chosen caster’s targe has a scroll inscribed on it when you mark it, you further increase its hardness and BT by the spell’s level and its HP by twice the spell’s level. You can Raise a Shield as part of Casting a Spell from a scroll inscribed on your caster’s targe and your shield is raised against reactions your spell would trigger.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871713"
      },
      {
         "id":"3a095111-94f4-4393-bbc0-ab45428b0d1d",
         "name":"Weather Walk",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Horizon Walker Dedication, legendary in Survival<br><b>Frequency</b> once per day<hr>You are in tune with your favored terrain to the point where you can change the weather affecting it. You spend 1 hour traveling in your favored terrain while deep in meditation, though you can end the day where you started. This activity casts <i>control weather</i> as a 9th-level ritual without a secondary caster. At the end of the day, attempt a DC 43 Survival check as your primary check for the ritual.",
         "traits":"Archetype, Downtime, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Survival":8
         },
         "databaseID":1,
         "timestamp":"1774623871713"
      },
      {
         "id":"72ead368-240b-4df8-b4cd-f581ab02d7ef",
         "name":"Whirlwind Strike",
         "level":16,
         "action":3,
         "reqFeats":[
            "ARCHETYPE_VIKING_Viking Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Viking Dedication<hr>You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.",
         "traits":"Archetype, Flourish, Open, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"51d109c9-4147-4817-bd8e-68b55638158d",
         "name":"Whispered Name",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_Assassin Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Assassin Dedication<hr>No one dares speak your name, for fear of invoking what they believe to be a ghost or a whispered legend. If you were a known assassin, you are believed to be dead, gone, ascended, or otherwise disappeared from existence. Attempts to learn any details about you and your whereabouts automatically fail and you aren’t recognized by appearance as your assassin persona. Creatures that had knowledge of you prior must succeed at an additional DC 45 Society check to Recall Knowledge about you or DC 45 Perception check to recognize you if they see you. Any creatures that would attempt to learn your whereabouts, recognize you, or find details about you must attempt a Deception or Stealth check against your Perception DC. You become aware of the creatures that fail this check immediately if they are within 30 feet, in 1d4 hours if they are within the same settlement or 5 mile radius, or 1 week if they are within the same plane of existence. After you become aware of a creature who attempted to learn about you, you can immediately Recall Knowledge on the creature and if you are successful, you can Mark for Death the creature even if you would not meet its requirements.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"1618c103-9780-485d-914d-114be1f2c638",
         "name":"Witty Barb",
         "level":8,
         "action":1,
         "reqFeats":[
            "4fcf752c-a1a3-41df-9412-2a1fa8861b78"
         ],
         "textDescription":"<b>Prerequisites</b> Clown Dedication<hr>Your mockery and insults leverage the inner flaws of your target's psyche against them. You attempt to Demoralize a creature using your Performance instead of your Intimidation for the check. If you are successful, the creature is fascinated by you as long as it is frightened. Even though you did not Perform, you still gain the effects of your clown training.",
         "traits":"Archetype, Flourish, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"d03da92b-ea07-49bc-9ed4-7cb0577f4809",
         "name":"Wondrous Almanac",
         "level":4,
         "reqFeats":[
            "ARCHETYPE_HERBALIST_Herbalist Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Herbalist Dedication; you can cast arcane or primal spells from spell slots.<hr>You have filled out an almanac that contains more than weather predictions and sunrise and sunset times as well as plant spells, similar to a wizard’s spellbook. You can use the Nature skill to Learn Spells with the plant trait and add them to your spellbook by paying the appropriate cost, similar to a wizard even if those spells are from a tradition other than your own. You can cast these spells as spells of the tradition you used to qualify for this feat.<br><br>If you cast spells from a spell repertoire, during your daily preparations you can choose any one spell from your book of plant spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations.<br><br>If you prepare spells, you can spend 10 minutes to empty one of your prepared spell slots and prepare a plant spell you know. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"2361205f-d3cb-4df0-ad5b-160c0fe35f73",
         "name":"Wondrous Screens",
         "level":10,
         "reqFeats":[
            "ARCHETYPE_Bastion Dedication",
            "b79a4418-d669-4ea0-aeaf-30b254a0ccde"
         ],
         "textDescription":"<b>Prerequisites</b> Mage’s Pavise<hr>You send barriers sailing through the air to better defend your allies, even from afar. When you cast <i>shield</i> you may choose an ally within 30 feet of you for the shield to protect. Instead of you gaining the benefits of <i>shield</i> , the chosen ally does. Until the spell ends, the chosen ally can use Shield Block as though they cast the spell, even if they do not normally have the reaction. If any do, they become temporarily immune to your <i>shield</i> for 1 hour.",
         "traits":"Archetype, Magical, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"d1b0201f-6a73-4e99-a56b-cb4a1acbe846",
         "name":"Work Yourself Up+",
         "level":8,
         "reqFeats":[
            "ARCHETYPE_Cathartic Mage Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Cathartic Mage Dedication<br><b>Requirements</b> You have a reaction available and aren't prevented from using Catharsis.<hr>You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal.",
         "traits":"Archetype, Concentrate, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"a7b676f1-a8f9-447a-aa3e-8f4a04f7685e",
         "name":"World Walker",
         "level":20,
         "reqFeats":[
            "ARCHETYPE_HORIZON WALKER_Horizon Walker Dedication",
            "0115a24c-b6a5-49a6-834a-9be67a4d087c"
         ],
         "textDescription":"<b>Prerequisites</b> Familiar Terrain<hr>You have been and walked across all lands, favoring none. All terrains are considered your favored terrain.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871714"
      },
      {
         "id":"e3ff34ae-5cc7-43b0-a79b-3da3241df0ec",
         "name":"Writhing Vines",
         "level":6,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_Geomancer Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Geomancer Dedication<br><b>Requirements</b> You are benefitting from your forest terrain attunement.<br><b>Trigger</b> A creature under the effects of your forest terrain attunement targets you with a melee Strike. <hr>Whether the simplest crunch of leaves or the roiling of vines, you know how to convince the woodlands themselves to slow your enemies’ advance and retreat. The triggering creature must attempt a Reflex save against your spell DC.<br><br><b>Success</b> The creature is unaffected.<br><b>Failure</b> The creature takes a -2 circumstance penalty to the triggering Strike.<br><b>Critical Failure</b> The creature is knocked prone.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871715"
      },
      {
         "id":"ed3530c5-df07-4c4a-9cc0-8b3e1445b854",
         "name":"You Failed to Account for... This!",
         "level":18,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_SCROUNGER_Scrounger Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Scrounger Dedication<br><b>Trigger</b> A creature you can see targets you with an attack against your AC.<hr>When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. Describe a device you're attempting to use to protect yourself from the foe's attack—for instance, when attacked by a shocker lizard's shock Strike, you might pull out a specially grounded lightning rod from that time you tried to power an invention by harnessing a thunderstorm! Using an invention to defend in this way means that the attack roll for the triggering attack targets your Crafting DC instead of your AC.<br><br>Since you're using your Crafting DC instead of your AC, any penalties to your AC don't apply, but this doesn't remove any conditions or other effects that are causing you such penalties. For instance, if you were flat-footed and used an invention to defend against a sneak attack, you'd still take the extra precision damage if you were hit, even though the –2 penalty to AC from being flat-footed wouldn't apply to your Crafting DC.",
         "traits":"Archetype, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871715"
      },
      {
         "id":"c5790707-a55a-4e19-8afb-aad083ed2697",
         "name":"You're Next",
         "level":4,
         "action":0,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Prerequisites</b> Gladiator Dedication, trained in Intimidation<br><b>Trigger</b> You reduce an enemy to 0 Hit Points.<hr>After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.",
         "traits":"Archetype, Emotion, Fear, 3P:Team+",
         "src":"Archetypes+",
         "hashMapRequiredProficiences":{
            "Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774623871715"
      },
      {
         "id":"4aa0f68e-b358-41d6-a028-93d2dada97b6",
         "name":"You're Unworthy",
         "level":10,
         "action":1,
         "reqFeats":[
            "ARCHETYPE_GLADIATOR_Gladiator Dedication"
         ],
         "textDescription":"<b>Frequency</b> once per minute<br><b>Prerequisites</b> Gladiator Dedication<hr>You perform a show of strength, demonstrating how your martial prowess exceeds everyone else’s. Each foe in a 30-foot emanation who can see you must attempt a Will save against your Intimidation or Performance DC, whichever is higher.<br><br><b>Success</b> The foe is unaffected and temporarily immune to You’re Unworthy for 1 day.<br><b>Failure</b> If the creature isn’t frightened, it is frightened 1. If the creature is frightened, it increases its frightened value by 1. If the creature would become frightened 3 or greater, it gains the fleeing condition until it reduces its frightened condition below 3.<br><b>Critical Failure</b> As failure, except the creature is frightened 2 or increases their frightened value by 2 if they were already frightened.",
         "traits":"Archetype, Emotion, Fear, Flourish, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871715"
      }
   ],
   "listCustomSpells":[
      {
         "uniqueID":"cbd68f65-5e14-4cfc-9933-17b49587689f",
         "name":"Decoy Assassin",
         "type":"Focus",
         "level":5,
         "traits":"Uncommon, Contingency, Illusion, Mortis, Occult, Visual, 3P:Team+",
         "cast":"1 minute (somatic, verbal)",
         "descriptionHeightened":"<b>Duration</b> 1 hour<br><br>You create an illusory duplicate of yourself to appear when needed. When you cast the spell you choose a 10-foot burst you can see within 30 feet and designate a trigger. You must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. When the trigger you chose as part of casting decoy assassin is triggered, you create an illusory duplicate of yourself that appears somewhere within the 10-foot burst and lasts 3 rounds and then the spell immediately ends. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment and it does not generate sounds or smells. A creature that can see you doesn't necessarily know your duplicate is an illusion and any creature that attacks, touches, or Interacts with your duplicate or uses the Seek action to examine it can attempt to disbelieve your illusion. You can Dismiss this effect.<br>You cannot recover the Focus Point you spent to cast this spell until you Dismiss it or your illusion was triggered.<br><b>Heightened (7th)</b> Your duplicate makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits.",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871715",
         "duration":"1 hour"
      },
      {
         "uniqueID":"3f1997d3-8505-46d6-a0f2-c74a9fcb669f",
         "name":"Heart Ripper",
         "type":"Focus",
         "level":8,
         "traits":"Uncommon, Death, Incapacitation, Mortis, Occult, Necromancy, 3P:Team+",
         "actions":2,
         "cast":"somatic, verbal",
         "descriptionHeightened":"<b>Range</b> 30 feet<br><b>Targets</b> 1 creature you have Marked for Death<br><b>Duration</b> sustained up to 4 rounds<br><b>Saving Throw</b> Fortitude<br><br>You attempt to rip the vitals of your mark from their chest. When you Cast the Spell, you make a pulling motion and attempt to rip a vital organ from inside the target in an attempt to end its life. The target must have a vital organ or similar anatomy that you can target, usually the heart, in order to target them with this spell. The target must attempt a Fortitude save when you Cast the Spell. Each time you Sustain the Spell after the first, the target takes the listed damage as you attempt to pry its heart from its chest. If this damage would reduce the creature's Hit Points to 0, you rip the target’s vital organ out and gain a +2 circumstance bonus to fear effects that would target the creature’s allies for 1 minute.<br><br><b>Critical Success</b> The target survives, the spell ends, and the target is then temporarily immune for 24 hours.<br><b>Success</b> The target is frightened 1 and takes 20 damage initially and when you Sustain the Spell. Once the creature is no longer frightened, the spell ends, and the target is then temporarily immune for 24 hours.<br><b>Failure</b> As success, except the target is frightened 2 and takes 40 damage initially and when you Sustain the Spell.<br><b>Critical Failure</b> The target dies.",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871716",
         "target":"1 creature you have Marked for Death",
         "duration":"sustained up to 4 rounds",
         "range":"30 feet",
         "save":"Fortitude"
      },
      {
         "uniqueID":"1e12ba7a-ec16-4ab2-b581-fe75f514378f",
         "name":"Overcharge Elements",
         "type":"Focus",
         "level":5,
         "traits":"Archetype, Manipulate, Metamagic, 3P:Team+",
         "actions":-1,
         "cast":"verbal",
         "descriptionHeightened":"By calling upon the power of the inner sphere, your elemental spells can overcome any obstacle. If your next action is to Cast a Spell with the air, earth, fire, metal, water or wood traits, the spell ignores an amount of the target’s resistance to the spell's damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire.",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871716"
      },
      {
         "uniqueID":"f4c49eaa-86ac-4991-a190-469f3027c042",
         "name":"Quantum Shot",
         "type":"Focus",
         "traits":"Uncommon, Conjuration, 3P:Team+",
         "actions":1,
         "cast":"somatic",
         "descriptionHeightened":"<br><b>Requirements</b> You are wielding a crossbow, firearm, or sling that is loaded with an ordinary 0-level piece of ammunition.<hr>You split your ammunition into two states, allowing it to exist in two places at once. Make a Strike with the required weapon, the ammunition you used to make the Strike is not expended and the required weapon remains loaded with that ammunition.<br><b>Heightened (4th)</b> You can use magical or special ammunition when you cast this spell. If the item level of the ammunition is greater than your level – 3 you must attempt a DC 5 flat check or the ammunition is expended as normal due to quantum instability.",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871716"
      },
      {
         "uniqueID":"f986a7b6-d2c7-4aed-b2e8-515e2115b296",
         "name":"Redesign Summon",
         "type":"Focus",
         "level":3,
         "traits":"Magical, Morph, Transmutation, 3P:Team+",
         "actions":1,
         "cast":"somatic",
         "descriptionHeightened":"<b>Range</b> 30 feet<br><b>Targets</b> 1 summoned creature modified by Conjuring Canvas<br><b>Duration</b> 1 minute<br><br>You redesign the properties of a creature you have summoned, altering its form. Choose one of the following effects:<br><ul><li><b>Perceptive Design</b> You add additional or enlarged eyes to the design, granting your summon a +2 status bonus to Perception. The summon gains low-light vision or darkvision if they already had low-light vision.</li><li><b>Swift Design</b> You add additional legs or slim down your summon’s form to make it more aerodynamic. Your summon gains a +10-foot status bonus to its Speeds.</li><li><b>Aquatic Design</b> You add gills or fins to your summon’s design, granting the amphibious trait, allowing it to breathe underwater, and a swim Speed of 20 feet.</li><li><b>Two-Dimensional Design</b> Your summon is 2-D, moving and animating along flat surfaces rather than being fully three dimensional. Your summon gains a climb Speed equal to their land Speed and can ignore difficult terrain on solid surfaces. If the surface it's on is destroyed (such as a wall being smashed), the summon takes 1d6 damage per spell level and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the summon is destroyed.</li></ul><br><br><b>Heightened (5th)</b> Add the following options to choose from when you redesign your summon:<br><ul><li><b>Aerial Design</b> You add wings to your design, granting it a fly Speed of 30 feet.</li><li><b>Elemental Design</b> You embellish the design with elemental energy. Your summon gains resistance 5 to two energy types of your choice.</li><li><b>Elongated Design</b> You lengthen and stretch the design’s limbs uncannily, granting one of its Strikes the reach trait or increasing its reach by 5 feet if it already had reach.</li></ul>",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871716",
         "target":"1 summoned creature modified by Conjuring Canvas",
         "duration":"1 minute",
         "range":"30 feet"
      },
      {
         "uniqueID":"483a361a-cbbe-4ada-ac70-4b21058b21d8",
         "name":"Sea Legs",
         "type":"Cantrip",
         "traits":"Uncommon, Archetype, Cantrip, Composition, Transmutation, Water, 3P:Team+",
         "actions":1,
         "cast":"verbal",
         "descriptionHeightened":"<b>Area</b> 30-foot emanation<br><b>Duration</b> 1 round<br><br>You grant yourself and allies sea legs, literally, gaining the ability to breath in water and swim swiftly. Yourself and allies within the area gain the amphibious trait allowing them to breath in the air and in the water, and gain a Swim speed equal to their Speed.",
         "src":"Firebrands+",
         "focusCantrip":true,
         "databaseID":1,
         "timestamp":"1774623871716",
         "duration":"1 round",
         "area":"30-foot emanation"
      },
      {
         "uniqueID":"042e28c2-6071-4750-80fc-2e9b056be968",
         "name":"Steps of the Marked",
         "type":"Focus",
         "level":2,
         "traits":"Uncommon, Divination, Mortis, Occult, 3P:Team+",
         "actions":1,
         "cast":"somatic",
         "descriptionHeightened":"<b>Duration</b> 1 minute<br><br>Your eyes become attuned to the life signature of your marks, allowing you to see your marks through barriers and concealment with a lifesense as an imprecise sense with a range of 30 feet, but you can only detect creatures you have Marked for Death with this lifesense. In addition, you can see the steps of your mark as they leave behind glowing imprints for the duration. If a creature you have Marked for Death is invisible to you while this spell is active and you can see their steps, they are hidden to you instead of undetected.",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871716",
         "duration":"1 minute"
      }
   ],
   "listCustomSpecial":[
      {
         "name":"Advanced Clownery Choice",
         "id":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f",
         "description":"Choose masked, mirthful, miserable, monochromatic, motley, or murderous.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":8,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871717",
         "listChildIDs":[
            "13e20f1c-8763-45f5-9899-ab780c079d4c",
            "2181bcb5-a4ba-49fa-b902-27bbb6c2b3fc",
            "5c45ec06-510e-450c-9129-840b9a1746de",
            "68bb19ac-42d9-4793-9b28-2e8b734d3c87",
            "a39ea574-6aa6-483f-b65f-f8be16486271",
            "c785d38b-a53e-4cf6-9c1d-8f9ccbd09f83"
         ]
      },
      {
         "name":"Advanced Procedure Choice",
         "id":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
         "description":"Choose one of the following procedures:",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":12,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871717",
         "listChildIDs":[
            "1dfa0f92-ae9c-4659-8fcf-f8701c950b77",
            "28bfad0a-a076-422c-bfde-4539f6671bd9",
            "8e870037-398f-4028-b1d9-64d39cb3f91f",
            "96563aa4-a394-4fcc-8bb1-09e026804b5f",
            "c89a9d42-2768-4dad-9b52-a5386b1210eb"
         ]
      },
      {
         "name":"Aerial Assault",
         "id":"669bae92-9bdb-4026-8ccd-48f2ad1658a3",
         "description":"The prerequisite skill is Acrobatics. You gain the Cat Fall skill feat or another 1st-level skill feat if you already had it. When you fall at least 10 feet and land within melee reach of a creature you have Marked for Death, you can immediately make a melee Strike against that creature as a reaction with your landing as the trigger. If you were hidden or undetected to the target of your Strike before your fall, the creature is flat-footed to this Strike even if you would be observed while falling.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871717",
         "parentID":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Cat Fall",
               "reference":"db77d569-ddfd-4760-a83c-f39ad0ff73c6"
            }
         ]
      },
      {
         "name":"Body Swap",
         "id":"aa357078-c083-40b7-b65e-2ad2b24aee28",
         "description":"The prerequisite skill is Deception. You gain the Backup Disguise skill feat or another 2nd-level or lower skill feat if you already had it. When you reduce a creature you have Marked for Death to 0 Hit Points, you can use your Backup Disguise to impersonate the creature you killed instead of your prepared disguise, replacing your original Backup Disguise with one resembling the creature.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871717",
         "parentID":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Backup Disguise",
               "reference":"8105c332-1ba5-4748-a1cb-23abd5933f6f"
            }
         ]
      },
      {
         "name":"Clown Dedication Choice",
         "id":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1",
         "description":"Choose masked, mirthful, miserable, monochromatic, motley, or murderous.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":2,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871717",
         "listChildIDs":[
            "2cc9c7a2-bed3-471f-a096-a15c32516d72",
            "31663ecb-ce8f-4822-a3db-75a7530a6794",
            "41e3bed0-bd7b-41b7-b8ca-d36a50b41739",
            "73a9e19a-0460-4193-94a5-7d3027d5466b",
            "b4bceb89-1735-405b-b7ef-8daaad500860",
            "dbf93fae-ca60-4bc2-814c-83af3416343a"
         ]
      },
      {
         "name":"Commedia Dell'Arcano Choice",
         "id":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "description":"Choose masked, mirthful, miserable, monochromatic, motley, or murderous.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":10,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871717",
         "listChildIDs":[
            "06e58928-a74c-4513-a023-7be950934201",
            "400426d8-fdc2-49c1-a017-e37c4bb442d8",
            "4634a227-ad0d-48f9-b594-bedb9fd1e3b1",
            "7e783a4f-f327-40b9-a114-724bec627a06",
            "ae399cd6-b617-46fd-96a1-7ab374a763cd",
            "cd51cd4d-49e0-496c-b47d-eb72b919d8ff"
         ]
      },
      {
         "name":"Commedia Dell'Arte Choice",
         "id":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "description":"Choose masked, mirthful, miserable, monochromatic, motley, or murderous.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":4,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871717",
         "listChildIDs":[
            "22a2dda6-694b-499c-a945-6bfe5a3b97d3",
            "609e4e82-5fc5-4446-9837-20945dfa7f45",
            "80beee01-eb05-49b7-a5e2-6c4639c3a421",
            "c011a7f9-2098-468e-9837-209ced82f2d5",
            "d5f3584c-cb9e-4bf1-a41c-22be5fe53c1a",
            "eea9aa4e-0717-4dff-ad6b-cb281a9bc8b2"
         ]
      },
      {
         "name":"Controlled Senses",
         "id":"8e870037-398f-4028-b1d9-64d39cb3f91f",
         "description":"The prerequisite skill is Stealth. You gain the Foil Senses skill feat or another 7th level or lower skill feat if you already had it. You gain a +2 circumstance bonus to Stealth against creatures using imprecise or vague senses to detect you and when you use Mark for Death against a creature you learn if the creature possesses darkvision, echolocation, low-light vision, or scent and the precision of that sense if it has one.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871718",
         "parentID":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Foil Senses",
               "reference":"0532b84a-50b0-42a1-8f23-4f009a4dbf1f"
            }
         ]
      },
      {
         "name":"Deathly Diversion",
         "id":"1d6cdffe-3d91-448c-9f80-7ee027a1dfed",
         "description":"The prerequisite skill is Deception. You gain the Fleeing Diversion skill feat or another 2nd-level or lower skill feat if you already had it. When you reduce a creature you have Marked for Death to 0 Hit Points, you can immediately Create a Diversion as a free action. If you were hidden or undetected to a majority of the creatures already (at least half of the creatures) you can Stride as part of your Create a Diversion.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871718",
         "parentID":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Fleeing Diversion",
               "reference":"57faf542-4ba0-4bc2-ad1e-b1bf3e71d069"
            }
         ]
      },
      {
         "name":"Dream of Deceit",
         "id":"5274f331-e1f8-4fb8-b88f-6048a827743b",
         "description":"You gain the Dream of Deceit feat.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":2,
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871718",
         "parentID":"f6593e45-2e6c-4a36-9ded-0d518be94605",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"ad68ab9b-93cf-4313-b6ec-48e286169c92",
               "reference":"c69aaf63-5663-44b1-8c48-13a98402c542"
            }
         ]
      },
      {
         "name":"Dream of Disaster",
         "id":"075beab6-b771-4727-8eb8-e1ab1d0ab512",
         "description":"You gain the Dream of Disaster feat.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":2,
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871718",
         "parentID":"f6593e45-2e6c-4a36-9ded-0d518be94605",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"e301ad45-4f57-4436-8b14-1a7affc3405e",
               "reference":"e1cc09c5-7540-4ff0-b9c6-aba4fc1595f5"
            }
         ]
      },
      {
         "name":"Dream of Restriction",
         "id":"d2205c3d-0398-4707-85d4-7f85caccc6c3",
         "description":"You gain the Dream of Restriction feat.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871718",
         "parentID":"f6593e45-2e6c-4a36-9ded-0d518be94605",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"ce4d168d-f637-483d-a589-a14dd6c92d82",
               "reference":"d43f7fa8-19f5-4d23-b310-3572edc95d4f"
            }
         ]
      },
      {
         "name":"Elemental Blast",
         "id":"376b0011-15bd-4187-995c-27992a53eda9",
         "description":"With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.<br><br>The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.<br><ul><li><b>Air</b> 1d6 electricity or slashing, 60 feet</li><li><b>Earth</b> 1d8 bludgeoning or piercing, 30 feet</li><li><b>Fire</b> 1d6 fire, 60 feet</li><li><b>Metal</b> 1d8 piercing or slashing, 30 feet</li><li><b>Water</b> 1d8 bludgeoning or cold, 30 feet</li><li><b>Wood</b> 1d8 bludgeoning or vitality, 30 feet</li></ul><br><br><b>Critical Success</b> The target takes double damage.<br><b>Success</b> The target takes full damage.",
         "traits":"Attack, Kineticist, Primal, 3P:Team+",
         "src":"Archetypes+",
         "level":4,
         "actions":1,
         "databaseID":1,
         "timestamp":"1774623871718"
      },
      {
         "name":"Exhibit A",
         "id":"f233e910-6e03-4b70-a87c-4a5bc9fe0733",
         "description":"<b>Trigger</b> The trigger you designated and the trigger of the spell you chose (if any) is also met.<br><b>Requirements</b> You are within 60 feet of the imbued art and the requirements of the spell you imbued in your art is also met.<hr>Your art comes to life with magic, activating the spell you imbued. You Cast the Spell using the piece of art as the casting’s point of origin. If the spell has a range of touch, this reaction’s trigger also requires that the target physically touch the imbued art. If the spell has a duration of sustained, it lasts 1 round unless you use additional actions to Sustain it after activating it.",
         "traits":"Concentrate, Manipulate, 3P:Team+",
         "src":"Archetypes+",
         "actions":0,
         "databaseID":1,
         "timestamp":"1774623871718"
      },
      {
         "name":"Eye the Mark",
         "id":"1dfa0f92-ae9c-4659-8fcf-f8701c950b77",
         "description":"The prerequisite skill is Society. You gain the Biographical Eye skill feat or another 7th level or lower skill feat if you already had it. When you use Biographical Eye, you can also use Mark for Death on the creature as part of the same activity. In addition, you can spend a single action with the auditory trait to reveal information you learned from Biographical Eye about the creature to surprise them. If the information was correct, the target must attempt a Will save against your class DC or spell DC, whichever is higher, or it becomes stupefied 1 for 1 minute on a failure or stupefied 2 on a critical failure. This is a mental effect.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871718",
         "parentID":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Biographical Eye",
               "reference":"59e094be-3e2a-4767-800a-9f5b510ac3ec"
            }
         ]
      },
      {
         "name":"Free Running Death",
         "id":"96563aa4-a394-4fcc-8bb1-09e026804b5f",
         "description":"The prerequisite skill is Athletics. You gain the Wall Jump skill feat or another 7th level or lower skill feat if you already had it. When you spend 3 actions to use Mark for Death, you can High Jump, Long Jump, or Leap as part of the same activity as long as you move towards the creature you marked. If you possess Quick Jump, you can High Jump or Long Jump twice as part of your Mark for Death and they are considered to be your next actions for the purposes of Wall Jump.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Wall Jump",
               "reference":"4b8b43ef-a1a9-4ca8-885b-51f81d323426"
            }
         ]
      },
      {
         "name":"Hunt Through Threads",
         "id":"cf867606-1e7e-4928-b2a6-5bb01d500646",
         "description":"<b>Requirements</b> You have at least one creature affected by your dreamweb.<hr>You use the web you’ve spun to extend your physicality upon your foe. You may make a Step. After your Step, you may make a melee Strike against the required creature, increasing your reach by 5 feet for the purposes of this Strike.",
         "traits":"Dreamspin, Flourish, Occult, 3P:Team+",
         "src":"Archetypes+",
         "level":4,
         "actions":1,
         "databaseID":1
      },
      {
         "name":"Masked",
         "id":"22a2dda6-694b-499c-a945-6bfe5a3b97d3",
         "description":"You gain <i>veil of confidence</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "listCustomEffects":[
            {
               "proficiencyName":"Veil of Confidence",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Masked",
         "id":"5c45ec06-510e-450c-9129-840b9a1746de",
         "description":"Your daring acrobatics open up your foes to deadly attacks! When you Strike an enemy fascinated by your Perform, you deal an additional 1d6 precision damage. You can choose to end the fascinated condition at the end of your Strike to increase your precision damage to 2d6, but you must declare you are doing so before making your Strike.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f"
      },
      {
         "name":"Masked",
         "id":"b4bceb89-1735-405b-b7ef-8daaad500860",
         "description":"You are a harlequin, a charming hero and an acrobatic performer who wears a mask, not makeup. While a target is fascinated by your Perform, you can use Performance instead of Acrobatics to Tumble Through the target. If you succeed at your Tumble Through using your Performance against an enemy fascinated by your Perform, they are flat-footed to your next Strike before the end of your turn.",
         "traits":"Move, 3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1"
      },
      {
         "name":"Masked",
         "id":"cd51cd4d-49e0-496c-b47d-eb72b919d8ff",
         "description":"You gain <i>delusional pride</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":10,
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "listCustomEffects":[
            {
               "proficiencyName":"Delusional Pride",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Mirthful",
         "id":"2181bcb5-a4ba-49fa-b902-27bbb6c2b3fc",
         "description":"Your mastery of comedy leaves your opponents completely disarmed. Creatures stupefied by your Perform cannot use reactions. The stupefied condition caused by your clown training requires 2 actions to be removed instead of 1.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f"
      },
      {
         "name":"Mirthful",
         "id":"2cc9c7a2-bed3-471f-a096-a15c32516d72",
         "description":"You are an auguste, a classic, colorful clown with goofs and gags to spare. While a target is fascinated by your Perform, they are also stupefied 1. The stupefied condition can be removed by spending a single action with the concentrate trait.",
         "traits":"Auditory, Emotion, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1"
      },
      {
         "name":"Mirthful",
         "id":"4634a227-ad0d-48f9-b594-bedb9fd1e3b1",
         "description":"You gain <i>trickster's twin</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":10,
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "listCustomEffects":[
            {
               "proficiencyName":"Trickster's Twin",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Mirthful",
         "id":"c011a7f9-2098-468e-9837-209ced82f2d5",
         "description":"You gain <i>sudden shift</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871719",
         "parentID":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "listCustomEffects":[
            {
               "proficiencyName":"Sudden Shift",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Miserable",
         "id":"31663ecb-ce8f-4822-a3db-75a7530a6794",
         "description":"You are a pierrot, the sad and joyless sibling to an auguste. While a target is fascinated by your Perform, at the end of each turn it is fascinated in this way, it takes mental damage equal to your level with a basic Will save against your Performance DC. The damage at the end of the turn can be prevented by spending a single action with the concentrate trait.",
         "traits":"Auditory, Emotion, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1"
      },
      {
         "name":"Miserable",
         "id":"400426d8-fdc2-49c1-a017-e37c4bb442d8",
         "description":"You gain <i>overflowing sorrow</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "listCustomEffects":[
            {
               "proficiencyName":"Overflowing Sorrow",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Miserable",
         "id":"80beee01-eb05-49b7-a5e2-6c4639c3a421",
         "description":"You gain <i>lament</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "listCustomEffects":[
            {
               "proficiencyName":"Lament",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Miserable",
         "id":"a39ea574-6aa6-483f-b65f-f8be16486271",
         "description":"Oh, how could things possibly get worse..! You gain resistance equal to your level against mental damage and when a creature fascinated by you takes mental damage, you gain temporary Hit Points equal to the damage dealt that last for 1 minute. The mental damage caused by your clown training requires 2 actions to be prevented instead of 1.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f"
      },
      {
         "name":"Monochromatic",
         "id":"06e58928-a74c-4513-a023-7be950934201",
         "description":"You gain <i>ephemeral hazards</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "listCustomEffects":[
            {
               "proficiencyName":"Ephemeral Hazards",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Monochromatic",
         "id":"13e20f1c-8763-45f5-9899-ab780c079d4c",
         "description":"Invisible walls box your opponents in. You can Grapple a creature fascinated by your Perform using an invisible restraint. When you Grapple in this way, you can do so from 15 feet and you use your Performance instead of Athletics for your check but your target can choose to use their Will DC instead of their Fortitude DC for your check. If you get a critical failure on this Grapple, you fall prone instead of the normal critical failure effect. Any creature that attempts to Escape this Grapple or uses the Seek action to examine your restraint can attempt to disbelieve your illusion. Once a creature has disbelieved your illusion, you cannot Grapple it in this way for 1 day. A creature is no longer grabbed by you if they lose the fascinated condition from your Perform.",
         "traits":"Illusion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f"
      },
      {
         "name":"Monochromatic",
         "id":"41e3bed0-bd7b-41b7-b8ca-d36a50b41739",
         "description":"You are a mime, a strange and sometimes silent fellow who interacts with invisible worlds others cannot see. While a target is fascinated by your Perform, they also take a –10-foot status penalty to their Speed. If you take an action with the auditory trait, the fascinated condition from your Perform action immediately ends.",
         "traits":"Emotion, Mental, Visual, 3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1"
      },
      {
         "name":"Monochromatic",
         "id":"609e4e82-5fc5-4446-9837-20945dfa7f45",
         "description":"You gain <i>forced quiet</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871720",
         "parentID":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "listCustomEffects":[
            {
               "proficiencyName":"Forced Quiet",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Motley",
         "id":"68bb19ac-42d9-4793-9b28-2e8b734d3c87",
         "description":"Your advice may be cutting, but it is usually exactly right. You can sit an ally down and have a surprisingly wise conversation with them as a 10 minute activity and making a standard DC of your level Performance check. If you succeed, once during the next 10 minutes that ally can reroll a Will save or skill check using the new result even if it is worse. This is a fortune effect. Once the ally uses this reroll, they are immune to this effect for 24 hours.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f"
      },
      {
         "name":"Motley",
         "id":"ae399cd6-b617-46fd-96a1-7ab374a763cd",
         "description":"You gain <i>confront selves</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "listCustomEffects":[
            {
               "proficiencyName":"Confront Selves",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Motley",
         "id":"dbf93fae-ca60-4bc2-814c-83af3416343a",
         "description":"You are a jester, a fool that disguises harsh words with amusing tricks. While a target is fascinated by your Perform, you can use the Bon Mot skill action against them, but you use Performance instead of Diplomacy for your check. If you already possess Bon Mot, you gain a +1 circumstance bonus to using the Bon Mot action against creatures fascinated by you or an effect you create.",
         "traits":"Auditory, Emotion, Mental, 3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1"
      },
      {
         "name":"Motley",
         "id":"eea9aa4e-0717-4dff-ad6b-cb281a9bc8b2",
         "description":"You gain <i>guided introspection</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "listCustomEffects":[
            {
               "proficiencyName":"Guided Introspection",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Murderous",
         "id":"73a9e19a-0460-4193-94a5-7d3027d5466b",
         "description":"You are a juggalo, a frightening clown that uses violence to keep foes at bay. While a target is fascinated by your Perform, your knives, clubs, and hammers gain the deadly d6 weapon trait against that target. If the weapon already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"54d21f86-0610-4b56-a5b8-0dbe0dc5f8f1"
      },
      {
         "name":"Murderous",
         "id":"7e783a4f-f327-40b9-a114-724bec627a06",
         "description":"You gain <i>retributive pain</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"9de0ea62-fd0d-463b-8cf4-f756a18accd3",
         "listCustomEffects":[
            {
               "proficiencyName":"Retributive Pain",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Murderous",
         "id":"c785d38b-a53e-4cf6-9c1d-8f9ccbd09f83",
         "description":"With almost horrific determination, you refuse to die. You gain the Die Hard general feat. If you would be reduced to 0 Hit Points but not immediately killed by an enemy fascinated by your Perform, you can spend your reaction to end the fascinated condition early to avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. When you use this reaction, you can also choose to fall prone and Create a Diversion by appearing dead or unconscious using your Performance instead of Deception for your check.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"5e4b704d-0d32-486f-bbcd-a8225cc6b01f"
      },
      {
         "name":"Murderous",
         "id":"d5f3584c-cb9e-4bf1-a41c-22be5fe53c1a",
         "description":"You gain <i>weapon surge</i>.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871721",
         "parentID":"78d93ce6-90b9-4088-94ea-eb4f8da45ac0",
         "listCustomEffects":[
            {
               "proficiencyName":"Weapon Surge",
               "effectType":10,
               "bonusAmount":1
            }
         ]
      },
      {
         "name":"Relish the Fear",
         "id":"c89a9d42-2768-4dad-9b52-a5386b1210eb",
         "description":"The prerequisite skill is Intimidation. You gain the Terrified Retreat skill feat or another 7th level or lower skill feat if you already had it. You gain a +2 circumstance bonus to Strike damage against creatures Marked for Death with the fleeing condition. If you are legendary in Intimidation, the circumstance bonus to damage increases to +4.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871722",
         "parentID":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Terrified Retreat",
               "reference":"752ceb92-81c9-4c9d-a354-52fc00f6acef"
            }
         ]
      },
      {
         "name":"Sea Shanty",
         "id":"48b5336e-61fe-4d66-85f2-f2f1f2eac6b9",
         "description":"Singing a rousing sea shanty, you and your fellow sailors work more efficiently, rowing and rigging ropes to the rhythm as you sing. All allies who can hear your song gain a +1 circumstance bonus to Sailing Lore and checks to Aid others to manage a sailing vessel. If you are a master in Performance, this bonus increases to +2.",
         "traits":"Auditory, Emotion, Exploration, Mental, 3P:Team+",
         "src":"Archetypes+",
         "databaseID":1,
         "timestamp":"1774623871722"
      },
      {
         "name":"Seize the Ties",
         "id":"df3216cd-c709-4434-bd7e-8fa41383fb6f",
         "description":"<b>Requirements</b> A creature affected by your dreamweb is within 15 feet of you.<hr>You use your body as a barrier in the doorway to the waking realm, keeping your opposition trapped. Make an Occultism check against the creatures Fortitude DC.<br><b>Critical Success</b> The target is immobilized, flat-footed, and takes a –1 status penalty to Escape from your dreamweb until the beginning of your next turn.<br><b>Success</b> The target is immobilized from your dreamweb until the beginning of your next turn.",
         "traits":"Dreamspin, Manipulate, Mental, Occult, 3P:Team+",
         "src":"Archetypes+",
         "actions":1,
         "databaseID":1
      },
      {
         "name":"Spin the Web",
         "id":"bfa0a7bb-98e1-448d-995d-6ac217990577",
         "description":"<b>Frequency</b> once per round.<hr>You spin a web of half-real dreams and delusions. Attempt an Occultism check against the Perception DC of a creature within 15 feet that does not already have a dreamweb from you. On a success, the chosen creature gains a dreamweb for 1 minute, until they successfully Escape against your Occultism DC. As long as you have a dreamweb on at least one creature, you can use dreamspin actions, which can only affect creatures with a dreamweb from you. If a creature Escapes, is further than 30 feet from you, or is released from your dreamweb, your dreamweb and any of its ongoing effects ends.",
         "traits":"Concentrate, Manipulate, Mental, Occult, 3P:Team+",
         "src":"Archetypes+",
         "level":2,
         "actions":1,
         "databaseID":1
      },
      {
         "name":"Stalk Prey",
         "id":"63a7a781-1ef7-4ec9-aaf5-faa53b2504b4",
         "description":"The prerequisite skill is Stealth. You gain the Shadow Mark skill feat or another 2nd-level or lower skill feat if you already had it. When you enter an encounter with the target of your Shadow Mark and you go before the target in initiative, you can Sneak as a free action at the start of your first turn.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871722",
         "parentID":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Shadow Mark",
               "reference":"f6b6edde-a875-49c9-8511-b7f22a11a8d6"
            }
         ]
      },
      {
         "name":"Standard Procedure Choice",
         "id":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
         "description":"Choose one of the following procedures:",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":6,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871722",
         "listChildIDs":[
            "1d6cdffe-3d91-448c-9f80-7ee027a1dfed",
            "24ee4e54-3121-4ebf-bf4b-20d36d9ba016",
            "63a7a781-1ef7-4ec9-aaf5-faa53b2504b4",
            "669bae92-9bdb-4026-8ccd-48f2ad1658a3",
            "aa357078-c083-40b7-b65e-2ad2b24aee28"
         ]
      },
      {
         "name":"Terrified Hesitation",
         "id":"24ee4e54-3121-4ebf-bf4b-20d36d9ba016",
         "description":"The prerequisite skill is Intimidation. You gain the Intimidating Prowess skill feat or another 2nd-level or lower skill feat if you already had it. You do not need to meet its prerequisites for Strength. When a creature you have Marked for Death is frightened from your Demoralize, you do not trigger reactions from it.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871722",
         "parentID":"2a908d99-3271-4def-9b2f-b0e3f2d7dd98",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Intimidating Prowess",
               "reference":"02ef6c7d-06ea-4242-ad23-0b25f93c9a85"
            }
         ]
      },
      {
         "name":"Tricky Secrets",
         "id":"28bfad0a-a076-422c-bfde-4539f6671bd9",
         "description":"The prerequisite skill is Deception. You gain the Slippery Secrets skill feat or another 7th level or lower skill feat if you already had it. If you succeed at your Deception check for Slippery Secrets, instead of revealing nothing you can choose to Lie in response to the magical effect using the result of your check from Slippery Secrets as the result for your Lie.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "specialType":-2,
         "databaseID":1,
         "timestamp":"1774623871722",
         "parentID":"81f5d425-544d-4aca-bae6-c9c12d9e6a1b",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Slippery Secrets",
               "reference":"966174cd-267c-47ed-81a1-36d84ccec9ff"
            }
         ]
      },
      {
         "name":"Wandering Spider Feat",
         "id":"f6593e45-2e6c-4a36-9ded-0d518be94605",
         "description":"You gain a 4th-level wandering spider archetype feat.",
         "traits":"3P:Team+",
         "src":"Archetypes+",
         "level":2,
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774623871722",
         "listChildIDs":[
            "075beab6-b771-4727-8eb8-e1ab1d0ab512",
            "5274f331-e1f8-4fb8-b88f-6048a827743b",
            "d2205c3d-0398-4707-85d4-7f85caccc6c3"
         ]
      },
      {
         "name":"Weave the Veil",
         "id":"06087db8-5e54-458b-84cf-5ccf96cb28a1",
         "description":"<b>Frequency</b> once per round<hr>You obfuscate and obscure your presence through the twisted web you weave. Attempt an Occultism check against the Will DC of a creature with your dreamweb on them, with the following results.<br><b>Critical Success</b> The creature is dazzled until the end of your next turn.<br><b>Success</b> You become concealed to the creature until the end of your next turn.",
         "traits":"Concentrate, Dreamspin, Mental, Occult, 3P:Team+",
         "src":"Archetypes+",
         "level":4,
         "actions":1,
         "databaseID":1
      }
   ],
   "listCustomClasses":[
      {
         "name":"Monk (Monastic Fusilier)",
         "id":"f0c217c6-da42-4f47-9ce8-9e9b08e280ca",
         "traits":"3P:Team+",
         "hp":10,
         "profPerception":2,
         "profFortitude":4,
         "profReflex":4,
         "profWill":4,
         "profWeaponSimple":2,
         "profWeaponUnarmed":2,
         "profArmorUnarmored":4,
         "keyAbilities":[
            0,
            1
         ],
         "classFeatLevels":[
            2,
            4,
            6,
            8,
            10,
            12,
            14,
            16,
            18,
            20
         ],
         "skillIncreaseLevels":[
            3,
            5,
            7,
            9,
            11,
            13,
            15,
            17,
            19
         ],
         "skillFeatLevels":[
            2,
            4,
            6,
            8,
            10,
            12,
            14,
            16,
            18,
            20
         ],
         "classDCLevels":[
            1,
            9,
            17,
            21
         ],
         "listCustomSpecials":[
            {
               "name":"Powerful Fist",
               "id":"3900da02-d751-48ea-9215-a418895cd452",
               "description":"You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "databaseID":1
            },
            {
               "name":"Monastic Gunplay",
               "id":"3b6465ba-daf7-455f-8d73-a5c3a5b791a3",
               "description":"Your monastic training allows you to swiftly reload in the blink of an eye as you fire. All one-handed simple and martial firearms you wield reduce the value in the weapon's reload entry by 1 (minimum of 0). You can use your other monk feats or monk abilities that normally require unarmed attacks with these firearms when attacking within half the first range increment, so long as the feat or ability doesn't require a single, specific Strike. You don't gain these benefits if the firearm you’re wielding has a damage die larger than d6.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "databaseID":1
            },
            {
               "name":"Incredible Movement",
               "id":"926411a5-6387-46b3-980f-c2bbe580f6dd",
               "description":"You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":3,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "effectType":1,
                     "bonusType":1,
                     "bonusAmount":10
                  }
               ]
            },
            {
               "name":"Incredible Movement Improvement",
               "id":"a35a3399-2742-4e48-8bf9-5f44a2bf16e8",
               "description":"You move like the wind. You gain a +15-foot status bonus to your Speed whenever you’re not wearing armor.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":7,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "effectType":1,
                     "bonusType":1,
                     "bonusAmount":15
                  }
               ]
            },
            {
               "name":"Incredible Movement Improvement",
               "id":"5b7a7830-d4b0-4641-b2c7-d17b3891ae4b",
               "description":"You move like the wind. You gain a +20-foot status bonus to your Speed whenever you’re not wearing armor.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":11,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "effectType":1,
                     "bonusType":1,
                     "bonusAmount":20
                  }
               ]
            },
            {
               "name":"Incredible Movement Improvement",
               "id":"80f9fa68-33e5-4f04-a073-89404bda3e29",
               "description":"You move like the wind. You gain a +25-foot status bonus to your Speed whenever you’re not wearing armor.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":15,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "effectType":1,
                     "bonusType":1,
                     "bonusAmount":25
                  }
               ]
            },
            {
               "name":"Incredible Movement Improvement",
               "id":"2a7da00f-fd02-4297-825b-4aaa0c4498be",
               "description":"You move like the wind. You gain a +30-foot status bonus to your Speed whenever you’re not wearing armor.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":19,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "effectType":1,
                     "bonusType":1,
                     "bonusAmount":30
                  }
               ]
            },
            {
               "name":"Mystic Strikes",
               "id":"0d4f21a1-06a2-4777-aabc-c26d97980b5e",
               "description":"Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":3,
               "databaseID":1
            },
            {
               "name":"Alertness",
               "id":"e442112e-84d2-4bbc-a6e9-246f2383edbe",
               "description":"You remain alert to threats around you. Your proficiency rank for Perception increases to expert.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":5,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "proficiencyName":"Perception",
                     "effectType":11,
                     "bonusAmount":4
                  }
               ]
            },
            {
               "name":"Expert Strikes",
               "id":"c1ef5437-e576-4891-8673-80c485299503",
               "description":"You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":5,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "proficiencyName":"Unarmed Attacks",
                     "effectType":11,
                     "bonusAmount":4
                  },
                  {
                     "proficiencyName":"Simple Weapons",
                     "effectType":11,
                     "bonusAmount":4
                  },
                  {
                     "proficiencyName":"Martial Weapons",
                     "effectType":11,
                     "bonusAmount":4
                  }
               ]
            },
            {
               "name":"Path to Perfection",
               "id":"feac400c-4038-4b40-87c9-d265efdc203a",
               "description":"You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":7,
               "specialType":-1,
               "databaseID":1,
               "listChildIDs":[
                  "bc9cd332-0128-4d07-b1af-f7ac6574ac87",
                  "af4a9a7b-ef09-42ce-bb6d-90ec15334f63",
                  "7575aeb9-8359-4b05-a2e0-c1d7d9039c5f"
               ]
            },
            {
               "name":"Will",
               "id":"bc9cd332-0128-4d07-b1af-f7ac6574ac87",
               "description":"You become master in Will saves.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":7,
               "specialType":-2,
               "databaseID":1,
               "parentID":"feac400c-4038-4b40-87c9-d265efdc203a",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Will",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Fortitude",
               "id":"af4a9a7b-ef09-42ce-bb6d-90ec15334f63",
               "description":"You become master in Fortitude.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":7,
               "specialType":-2,
               "databaseID":1,
               "parentID":"feac400c-4038-4b40-87c9-d265efdc203a",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Fortitude",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Reflex",
               "id":"7575aeb9-8359-4b05-a2e0-c1d7d9039c5f",
               "description":"You become master in Reflex.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":7,
               "specialType":-2,
               "databaseID":1,
               "parentID":"feac400c-4038-4b40-87c9-d265efdc203a",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Reflex",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Weapon Specialization",
               "id":"36638fd0-52ef-4438-a959-0855d0a594b0",
               "description":"You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":7,
               "databaseID":1
            },
            {
               "name":"Metal Strikes",
               "id":"0ef4f6e3-02c7-449d-9260-103b4b898a4a",
               "description":"You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":9,
               "databaseID":1
            },
            {
               "name":"Monk Expertise",
               "id":"10b9d31b-2622-48d5-8fc9-f0ee069296fe",
               "description":"Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":9,
               "databaseID":1
            },
            {
               "name":"Second Path to Perfection",
               "id":"0a3c06fe-56ae-49a3-a284-b209718d5c1e",
               "description":"You’ve learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":11,
               "specialType":-1,
               "databaseID":1,
               "listChildIDs":[
                  "c0abf8ea-adce-4fef-a407-f03804157e13",
                  "18c350bf-1a8a-471a-85ac-6e2f7aaf0487",
                  "0675785a-63eb-425f-9a8e-ae2b30295cb5"
               ]
            },
            {
               "name":"Fortitude",
               "id":"c0abf8ea-adce-4fef-a407-f03804157e13",
               "description":"You become master in Fortitude.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":11,
               "specialType":-2,
               "databaseID":1,
               "parentID":"0a3c06fe-56ae-49a3-a284-b209718d5c1e",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Fortitude",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Reflex",
               "id":"18c350bf-1a8a-471a-85ac-6e2f7aaf0487",
               "description":"You become master in Reflex.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":11,
               "specialType":-2,
               "databaseID":1,
               "parentID":"0a3c06fe-56ae-49a3-a284-b209718d5c1e",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Reflex",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Will",
               "id":"0675785a-63eb-425f-9a8e-ae2b30295cb5",
               "description":"You become master in Will.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":11,
               "specialType":-2,
               "databaseID":1,
               "parentID":"0a3c06fe-56ae-49a3-a284-b209718d5c1e",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Will",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Graceful Mastery",
               "id":"1f375a78-7f68-4174-8938-da7153f80416",
               "description":"You move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":13,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "proficiencyName":"Unarmored",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Master Strikes",
               "id":"8d789eac-9844-41e6-ba8e-a77993b042d1",
               "description":"You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":13,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "proficiencyName":"Unarmed Attacks",
                     "effectType":11,
                     "bonusAmount":6
                  },
                  {
                     "proficiencyName":"Simple Weapons",
                     "effectType":11,
                     "bonusAmount":6
                  },
                  {
                     "proficiencyName":"Martial Weapons",
                     "effectType":11,
                     "bonusAmount":6
                  }
               ]
            },
            {
               "name":"Greater Weapon Specialization",
               "id":"73afcdbc-093d-48f8-8e54-897584a520f8",
               "description":"Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":15,
               "databaseID":1
            },
            {
               "name":"Third Path to Perfection",
               "id":"9577b4c8-ed65-47b0-b630-e29f54049cb0",
               "description":"You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":15,
               "specialType":-1,
               "databaseID":1,
               "listChildIDs":[
                  "7e7f0f51-f596-4a30-a206-055ee3a49574",
                  "20bd2552-b63a-4de5-bedc-0af984195ca9",
                  "217055a0-fd85-4a48-96fb-54f583c9237e"
               ]
            },
            {
               "name":"Fortitude",
               "id":"7e7f0f51-f596-4a30-a206-055ee3a49574",
               "description":"You become legendary in Fortitude.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":15,
               "specialType":-2,
               "databaseID":1,
               "parentID":"9577b4c8-ed65-47b0-b630-e29f54049cb0",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Fortitude",
                     "effectType":11,
                     "bonusAmount":8
                  }
               ]
            },
            {
               "name":"Reflex",
               "id":"20bd2552-b63a-4de5-bedc-0af984195ca9",
               "description":"You become legendary in Reflex.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":15,
               "specialType":-2,
               "databaseID":1,
               "parentID":"9577b4c8-ed65-47b0-b630-e29f54049cb0",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Reflex",
                     "effectType":11,
                     "bonusAmount":8
                  }
               ]
            },
            {
               "name":"Will",
               "id":"217055a0-fd85-4a48-96fb-54f583c9237e",
               "description":"You become legendary in Will.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":15,
               "specialType":-2,
               "databaseID":1,
               "parentID":"9577b4c8-ed65-47b0-b630-e29f54049cb0",
               "listCustomEffects":[
                  {
                     "proficiencyName":"Will",
                     "effectType":11,
                     "bonusAmount":8
                  }
               ]
            },
            {
               "name":"Adamantine Strikes",
               "id":"6612c112-338d-4c68-9cc8-13bbdda83963",
               "description":"When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":17,
               "databaseID":1
            },
            {
               "name":"Graceful Legend",
               "id":"10b47c86-65bc-4452-88e0-987ecf2bf7d7",
               "description":"Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":17,
               "databaseID":1,
               "listCustomEffects":[
                  {
                     "proficiencyName":"Unarmored",
                     "effectType":11,
                     "bonusAmount":8
                  }
               ]
            },
            {
               "name":"Perfected Form",
               "id":"8195d80b-c40f-489b-8349-92fac99b87b1",
               "description":"You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.",
               "traits":"3P:Team+",
               "src":"Archetypes+",
               "level":19,
               "databaseID":1
            }
         ],
         "timestamp":"1774623871724",
         "description":"While monks who train in the art of stocks and shells obviously find a natural inclination as bullet dancers, some take a step further into their training, becoming monastic fusiliers. You must select Bullet Dancer Dedication as your 2nd level feat.<br><br><b>Monk Adjustments</b><hr>Instead of obtaining a 1st-level feat, you become trained in melee weapons attached to firearms, one-handed weapons with the critical fusion trait, and one-handed simple or martial firearms. Whenever your proficiency in unarmed strikes increases to expert or beyond, you gain that new proficiency with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with one-handed weapons with the critical fusion trait, bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with one-handed simple or martial firearms when attacking within half the first range increment. You lose the Flurry of Blows class feature and gain the Monastic Gunplay class feature. (<b>Pathbuilder Note</b>: Due to limitations in Pathbuilder's custom elements, and for simplicity's sake, I've given the monastic fusilier training in simple and martial weapons.)",
         "src":"Archetypes+",
         "listAdditionalFeatReferences":[
            "Monk"
         ]
      }
   ]
}