{"customPackID":"07a60d6f-0e98-4db0-9a6d-c2a002c67e58","customPackName":"Starfinder Envoy as Pathfinder Guide, v1.0","listCustomFeats":[{"id":"7FB41E4E-8B3B-0610-4AC0-8D65AAD7F761","name":"Acquire Asset","level":4,"action":1,"reqSpecials":["Size Up"],"textDescription":"<b>Prerequisites</b> Size Up<br><hr>You assess a foe while in the thick of battle by observing their reactions to your attack. Make a melee or ranged Strike against a creature that isn't your asset. On a hit, your target becomes your asset as if you'd used Size Up. On a critical hit, you can also immediately attempt a check to Recall Knowledge about the target.","traits":"Guide, Flourish","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967924"},{"id":"e8142dd3-3a67-4532-9182-8229fbade812","name":"Adaptive Talent","level":6,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain the adaptive talent class feature, but you do not gain additional skill feats at higher levels.<br><br><b>Special</b> You can select this feat a second time as a 10th level feat and a 16th level feat, increasing the number of skill feats you gain using adaptive talent by 1.<br><br>[PATHBUILDER ONLY: Add a free skill feat choice at the level this is taken. Custom packs cannot implement something like Adaptive Talent.]","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1},{"id":"e8142dd3-3a67-4532-9182-8229fbade813","name":"Adaptive Talent (Level 10)","level":10,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40","e8142dd3-3a67-4532-9182-8229fbade812"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain the adaptive talent class feature, but you do not gain additional skill feats at higher levels.<br><br><b>Special</b> You can select this feat a second time as a 10th level feat and a 16th level feat, increasing the number of skill feats you gain using adaptive talent by 1.<br><br>[PATHBUILDER ONLY: Add a free skill feat choice at the level this is taken. Custom packs cannot implement something like Adaptive Talent.]","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1},{"id":"e8142dd3-3a67-4532-9182-8229fbade814","name":"Adaptive Talent (level 16)","level":16,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40","e8142dd3-3a67-4532-9182-8229fbade812","e8142dd3-3a67-4532-9182-8229fbade813"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain the adaptive talent class feature, but you do not gain additional skill feats at higher levels.<br><br><b>Special</b> You can select this feat a second time as a 10th level feat and a 16th level feat, increasing the number of skill feats you gain using adaptive talent by 1.<br><br>[PATHBUILDER ONLY: Add a free skill feat choice at the level this is taken. Custom packs cannot implement something like Adaptive Talent.]","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1},{"id":"e8a6d8be-5055-4da8-8321-9b7a64bba25f","name":"Advanced Leadership","level":6,"selectable":20,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain one guide feat. For the purpose of meeting its prerequisites, your guide level is equal to half your character level.<br><br>[PATHBUILDER: You will have to manually look up and grant it as a bonus feat because Pathbuilder does not support custom multiclass feat selections.]","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1},{"id":"AC73A65B-B85A-E48C-9283-C98E0069DD51","name":"Athletic Leadership","level":2,"textDescription":"<b>Prerequisites</b> Trained in Athletics<br><hr>You know how to motivate your allies with bold maneuvers. When you would Lead By Example and make a Strike, you can instead make a Disarm, Grapple, Shove, or Trip attempt.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Athletics":2},"databaseID":1,"timestamp":"1774554967927"},{"id":"4fd4bc9b-1d44-47b5-9ab8-1f6c177e0a56","name":"Basic Leadership","level":4,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain a 1st- or 2nd-level guide feat of your choice.<br><br>[PATHBUILDER: You will have to manually look up and grant it as a bonus feat because Pathbuilder does not support custom multiclass feat selections.]","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"listCustomEffects":[{}]},{"id":"05EE09E4-F88D-018E-EEE6-535DDD8D07AD","name":"Change of Plans","level":2,"action":0,"textDescription":"<b>Trigger</b> The target of your Get 'Em! is reduced to 0 Hit Points.<br><b>Requirements</b> You used Get 'Em! against a creature on your last turn.<br><hr>When the target you directed your allies to take down falls unconscious or is destroyed, you quickly direct them at another target. You use Get ’Em! against a new target following all the normal targeting restrictions for Get 'Em! You don’t count as leading by example against this new target.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967928"},{"id":"1192670D-E9A8-D47D-FD46-7DDFA62F5E70","name":"Cheer Up","level":8,"action":1,"textDescription":"<b>Prerequisites</b> Trained in Medicine<br><hr>You encourage an adjacent ally to overcome their minor ailments by patting them on the back, providing them useful advice, or offering some form of comfort or inspiration. The target reduces the value of one of the following conditions of their choice by 2: clumsy, enfeebled, frightened, sickened, stupefied. The target then becomes temporarily immune to Cheer Up for 1 day.","traits":"Guide, Healing","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Medicine":2},"databaseID":1,"timestamp":"1774554967928"},{"id":"9CA62C1A-4A47-ECB6-C40F-65EEDCC6A966","name":"Confounding Disquisition","level":8,"action":2,"textDescription":"<b>Prerequisites</b> Trained in Deception or Trained in Diplomacy<br><hr>You attempt to enthrall a foe with a convoluted and utterly pointless monologue that leaves your audience dumbfounded. Attempt a Deception or Diplomacy check against the Will DC of a single creature within 30 feet. The target is then temporarily immune to your Confounding Disquisition for 1 day.<br><b>Critical Success</b> The target is stunned 1 and is stupefied 1 for 1 round.<br><b>Success</b> The target is stupefied 1 for 1 round.<br><b>Failure</b> The target takes a –1 status penalty to Perception checks and Will saves for 1 round.<br><b>Critical Failure</b> The target is unaffected.","traits":"Guide, Mental","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Deception||Diplomacy":2},"databaseID":1,"timestamp":"1774554967929"},{"id":"DF3E83D3-AA55-5029-1D01-4CCBE3D2EA13","name":"Cut ‘Em Deep","level":10,"textDescription":"<b>Prerequisites</b> Master in Intimidation<br><hr>Your insults and threats almost always hit the mark. When you roll a failure on a Demoralize action, you get a success instead. You can still critically fail.<br>When you successfully Demoralize the target of your Get 'Em!, the target doesn't become immune to your further attempts to Demoralize them.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Intimidation":6},"databaseID":1,"timestamp":"1774554967929"},{"id":"E2E59DB8-C9A7-6EF9-1D88-B6DCB2D4FFC3","name":"Defy Death","level":18,"action":0,"textDescription":"<b>Trigger</b> When you see an ally within 30 feet of you take damage that would reduce them to 0 hit points<br><hr>You urge your companion to fight off their injuries. The ally is reduced to 1 hit point and gains temporary Hit Points equal to your Leadership Style's ability modifier and your level. They can then Strike, Step, or Stride as a free action. Your ally is then temporarily immune to Defy Death for 24 hours.","traits":"Auditory, Guide, Visual","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967929"},{"id":"89FDDBB5-DBA2-8751-DA4F-71F0FC522F21","name":"Dirty Retort","level":6,"action":0,"textDescription":"<b>Trigger</b> A creature misses you with a melee Strike.<br><hr>You turn the tables on your attacker, using underhanded tactics to temporarily hinder it, such as throwing dirt in its eyes, shining a light in its face, pulling its coat over its head, or otherwise being a meddlesome nuisance. The triggering creature becomes your choice of clumsy 1 or enfeebled 1 until the end of its next turn.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967929"},{"id":"AA6F8A36-1995-7E3E-8B29-497C5036E88B","name":"Distant Feint","level":6,"textDescription":"You’re an incredible actor, and you can use your over-the top bits and dramatic gestures to throw a foe off its game. If you’re wielding a ranged weapon, you can Feint against an opponent at a range of 100 feet, rather than just within melee reach. If you succeed, the opponent is off-guard against your melee and ranged attacks, rather than only your melee attacks.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967930"},{"id":"10EDBF61-B49D-3BA4-1C19-98BDD143F40E","name":"Diverse Schemes","level":4,"reqSpecials":["Size Up"],"textDescription":"<b>Prerequisites</b> Size Up<br><hr>You’re an efficient multitasker, and you always have more than one goal in mind or scheme on the go. You can maintain twice your key attribute modifier of assets.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967931"},{"id":"D934C43C-B3BB-D9C5-5D43-D29585957702","name":"Don't You Die on Me!","level":2,"action":1,"textDescription":"You encourage your ally to hang on and keep going, despite life-threatening wounds or other serious injuries that might take them out. Select a dying ally within 30 feet. Reduce the target's dying value by 1. If this would reduce their dying value to 0, they lose the dying condition, don't increase their wounded condition, and remain unconscious. The targeted ally then becomes temporarily immune to Don't You Die on Me for 1 hour.<br>If the targeted ally regains hit points before the start of their next turn, they can immediately Interact to pick up an item and stand as a reaction, and then gain temporary hit points equal to your level that last for one minute.","traits":"Emotion, Guide, Mental","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967931"},{"id":"C5C5C41F-4F4C-ED39-114C-501048ABDB22","name":"Down to the Wire","level":14,"action":0,"textDescription":"<b>Trigger</b> The final action on your turn is a 1-action directive.<br><hr>You act quickly to show your teammates exactly how it’s done. Resolve the directive you just issued as though it was a 2-action version instead of the 1-action that you used.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967932"},{"id":"BD21BC3C-B85E-8AAD-0C92-1AE36945CCA9","name":"Effortless Influencer","level":16,"reqFeats":["F9667044-EB3E-C11F-B5D0-D7CD6E08A224"],"textDescription":"<b>Prerequisites</b> Influence<br><hr>You've become such a master manipulator that spotting an opening to ply your influence has become second nature. You gain the Assurance skill feat three times for Deception, Diplomacy, and Intimidation. Furthermore, when you succeed at a check with Deception, Diplomacy, or Intimidation, allies within 60 feet who witnessed your success gain a +1 status bonus to the next check they attempt with that skill within 1 minute (or a +2 bonus if your check was a critical success).","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967933","listCustomEffects":[{"effectType":14,"string0":"GENERAL_Assurance","reference":"0f5154b5-43da-45ec-8ff6-a75f5ff988fc"},{"effectType":14,"string0":"GENERAL_Assurance","reference":"b8a9073b-5e39-4730-8f3a-10a12b568178"},{"effectType":14,"string0":"GENERAL_Assurance","reference":"b0927883-dfb6-4a12-b0f2-2fd9ca3ecf1f"}]},{"id":"B7424DF5-76F6-2DDE-31E5-39F7B0C8E6C6","name":"Endlessly Adaptive","level":20,"textDescription":"Your varied life experiences let you adapt to nearly any situation. When you gain skill feats using adaptive talent, you gain two additional skill feats. In addition, you can adapt to the day’s challenges by spending 10 minutes to plan. If you do, you can reselect the feats chosen with adaptive talent as if you’d made your daily preparations. You can’t trade out feats with limited-use abilities that you’ve already used that day.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967933"},{"id":"1B05D38D-2234-86F8-93F1-4179D4B16DE8","name":"Extend Directive","level":16,"action":-1,"textDescription":"<b>Trigger</b> Your turn begins, and you issued a 2-action directive on your last turn.<br><hr>With exceptional flair, you can repeat your orders with a single word or gesture. You immediately issue the 1-action version of the directive that you issued on your previous turn. This directive doesn’t count toward your total number of directives issued this turn.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967933"},{"id":"1D511D54-D1BE-8A88-3714-5AF665BB69D2","name":"Fast Synergy","level":18,"textDescription":"People follow your lead because you help push them to their ultimate potential. Each of your allies gain a second reaction if they start their turn within 100 feet of you and can perceive you. This second reaction can only be used for directives you issue.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967934"},{"id":"2116F51B-4BC8-BA59-056C-A6BCC0DC6119","name":"Final Stand","level":20,"action":2,"textDescription":"<b>Frequency</b> once per day<br><hr>When the situation seems grim, your rallying cry turns the tide. You and allies within 60 feet of you gain temporary Hit Points equal to your Leadership Style's ability modifier plus your level. You and your allies also gain a +3 status bonus to AC and saving throws, as well as resistance 15 to all damage. All effects last for 1 minute.","traits":"Auditory, Guide, Visual","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967934"},{"id":"5E2238D8-1645-9D1E-146C-A73F90DB0644","name":"Get Them!","level":16,"textDescription":"When you use Get 'Em!, you can choose any number of enemies within range instead of a single target (you still only Strike one target if you spent 2 actions).","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967934"},{"id":"02A7BD69-A850-267F-3B28-63CB8FB8EB67","name":"Get in There!","level":2,"action":1,"textDescription":"You urge your allies to hustle into the fight or to get out of the way. Until the beginning of your next turn, you and your allies within 100 feet who can sense you gain a +5-foot status bonus to Speed. As your guide level increases, increase the bonus by an additional 5 feet at 7th level, 12th level, and 17th level.<br><b>Lead by Example</b> If you used two actions, Step or Stride. Each of your allies within 100 feet who can sense you can immediately Step or Stride up to half their Speed (rounded down to the nearest 5 feet) as a reaction.","traits":"Directive, Guide, Traversal","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967934","listCustomEffects":[{"effectType":13,"string0":"4a74b537-0078-4b91-93b3-453d6946f2bc","int0":1}]},{"id":"CCB4B3F3-4F2F-61D9-4448-B4003FDE0FD8","name":"Go to Ground!","action":1,"textDescription":"You succinctly direct your allies to find cover by any means necessary. You and all allies within 60 feet count any form of lesser cover as standard cover until the start of your next turn.<br><b>Lead by Example</b> If you used two actions, Take Cover. Any allies within 60 feet can Take Cover as a reaction.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967935","listCustomEffects":[{"effectType":13,"string0":"5cc6d1e2-5ffa-4fbd-a771-8116b1d303ce","int0":1}]},{"id":"59943EED-3E2C-4E18-E792-51DFC8ED678F","name":"Got ‘Em!","level":10,"action":-1,"textDescription":"<b>Frequency</b> once per round<br><b>Trigger</b> An ally's Strike hits the target of your Get 'Em!<br><hr>You provide a quick follow-up to your ongoing directive, encouraging your ally when they successfully hit your designated target. Your ally gains a status bonus to damage equal to your key attribute modifier.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967935"},{"id":"A3D01281-4E5C-41E7-0FA4-3C1D621BF4CD","name":"Group Activity","level":12,"action":1,"textDescription":"<b>Frequency</b> once per 10 minutes<br><hr>You push all of your allies to greater heights. If your next action is to use an action with the Directive trait that applies to only one ally in addition to yourself, then you can instead target yourself and all allies within 60 feet.","traits":"Concentrate, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967935"},{"id":"183537C8-64AD-BECB-FB87-EFA18D5B243F","name":"Group Cohesion","level":6,"textDescription":"You prevent your allies from falling to the wayside in challenging endeavours. When you or an ally uses Follow the Expert, you treat a critical failure as one degree of success higher.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967935"},{"id":"430a2766-6983-4351-a024-bbb2a628cb40","name":"Guide Dedication","level":2,"textDescription":"<b>Prerequisites</b> Intelligence or Charisma +2<hr>You gain the guide directives class feature, but do not gain the Lead by Example benefits of the Get ’Em! envoy directive. You become trained in Deception, Diplomacy, or Intimidation plus another skill of your choice. If you were already trained in Deception, Diplomacy, and Intimidation, you instead become trained in an additional skill of your choice. You also become trained in guide class DC.<br><br>[PATHBUILDER: Give yourself two free skill trainings for the level you take this. Custom elements can only grant a specific skill.]","traits":"Archetype, Dedication, Multiclass","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredAbilityScores":{"3||5":14},"databaseID":1,"listCustomEffects":[{"effectType":13,"string0":"b7455794-f9a6-4c0b-9444-5b603b61f63b","int0":1}]},{"id":"8B6C7AFB-5676-4C3B-1DA4-153044E44485","name":"Hang in There","level":6,"action":1,"textDescription":"<b>Prerequisites</b> Expert in Diplomacy<br><hr>You encourage yourself or an ally, psyching them up for a coming challenge and granting them temporary Hit Points. Choose yourself or an ally within 30 feet, then attempt a DC 20 Diplomacy check. If you have master proficiency in Diplomacy, you can instead attempt a DC 30 Diplomacy check to increase the temporary Hit Points gained on a successful check by 5. If you have legendary proficiency, you can instead attempt a DC 40 Diplomacy check to increase the temporary Hit Points gained on a successful check by 10. These temporary Hit Points last for 1 minute. The target is then temporarily immune to your Hang in There for 1 day.<br><b>Critical Success</b> The target gains temporary Hit Points equal to double their level plus your key attribute modifier.<br><b>Success</b> The target gains temporary Hit Points equal to their level plus your key attribute modifier.<br><b>Failure</b> The target is unaffected, and you can't use Hang in There again for 1 minute.<br><b>Critical Failure</b> The target is unaffected, and you can't use Hang in There again for 1 hour.","traits":"Guide, Healing","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Diplomacy":4},"databaseID":1,"timestamp":"1774554967936"},{"id":"AF8EC3AA-7ECB-46C9-5A9D-462A146D79BA","name":"Helpful Word","action":1,"textDescription":"Using your words to influence others is what you do, and you can do so quickly in a fight. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, instead of the usual check, you can use a check modifier that is equal to your Guide class DC - 10.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967936"},{"id":"88F91256-EDC9-E74D-E763-8B411EE7B58E","name":"Hurry","level":6,"action":1,"textDescription":"You urge an ally to pick up the pace and contribute more to the events happening around them. One ally within 30 feet who can sense you becomes quickened for 1 round. They can use the extra action to Interact, Step, or Stride. The target is then temporarily immune to Hurry for the next 10 minutes.","traits":"Guide, Mental, Traversal","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967937"},{"id":"6676671A-6345-C3F2-6204-DB55A5273B19","name":"Hybrid Leadership [Aggressive Entrance]","level":4,"textDescription":"You dabble in other types of command. Choose a type of Leadership Style other than that of your own. You gain the directive granted by the chosen Leadership Style. You don’t gain any of the other effects of the chosen Leadership Style.<br>This version of the feat grants the Ready Arms! directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967937","listCustomEffects":[{"effectType":13,"string0":"631925c9-e95b-432e-870b-c3a7efe82f7c","int0":1}]},{"id":"131862aa-596e-4a8a-abc1-f47287fec868","name":"Hybrid Leadership [Akashic Gift]","level":4,"textDescription":"You dabble in other types of command. Choose a type of Leadership Style other than that of your own. You gain the directive granted by the chosen Leadership Style. You don’t gain any of the other effects of the chosen Leadership Style.<br>This version of the feat grants the Combat Recall directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967938","listCustomEffects":[{"effectType":13,"string0":"9411f9d3-e2fd-481a-a522-f579edf14202","int0":1}]},{"id":"5f7d5eff-ead3-432d-a4ff-b7811cf59204","name":"Hybrid Leadership [From the Front]","level":4,"textDescription":"You dabble in other types of command. Choose a type of Leadership Style other than that of your own. You gain the directive granted by the chosen Leadership Style. You don’t gain any of the other effects of the chosen Leadership Style.<br>This version of the feat grants the Into Position! directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967938","listCustomEffects":[{"effectType":13,"string0":"1012f919-6bc3-4930-a924-2fd45d2c7016","int0":1}]},{"id":"ea4ed84c-8376-4444-848a-cd22d0990871","name":"Hybrid Leadership [From the Shadows]","level":4,"textDescription":"You dabble in other types of command. Choose a type of Leadership Style other than that of your own. You gain the directive granted by the chosen Leadership Style. You don’t gain any of the other effects of the chosen Leadership Style.<br>This version of the feat grants the Coordinate Ambush directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967939","listCustomEffects":[{"effectType":13,"string0":"6d61c88f-6a6f-4757-8b53-8c8fdbca0535","int0":1}]},{"id":"4cf32461-c70e-455f-81e8-d63a313040f5","name":"Hybrid Leadership [In the Spotlight]","level":4,"textDescription":"You dabble in other types of command. Choose a type of Leadership Style other than that of your own. You gain the directive granted by the chosen Leadership Style. You don’t gain any of the other effects of the chosen Leadership Style.<br>This version of the feat grants the Dance Partner! directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967940","listCustomEffects":[{"effectType":13,"string0":"60ef973d-1fd6-4556-ae50-af501978ddee","int0":1}]},{"id":"8860ae61-7c0e-422c-aa67-cf64749ca6d1","name":"Hybrid Leadership [Through Desperate Times]","level":4,"textDescription":"You dabble in other types of command. Choose a type of Leadership Style other than that of your own. You gain the directive granted by the chosen Leadership Style. You don’t gain any of the other effects of the chosen Leadership Style.<br>This version of the feat grants the Keep on Keeping On! directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967940","listCustomEffects":[{"effectType":13,"string0":"ad29a521-09a8-41b1-bd12-5272c8f1e522","int0":1}]},{"id":"8589D356-6C66-B80F-41C8-ECA946A756F0","name":"Improvised Legend","level":18,"action":-1,"reqSpecials":["Improvised Mastery"],"textDescription":"<b>Prerequisites</b> Improvised Mastery<br><hr>You can use Improvised Mastery once per hour, rather than twice per day.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967940"},{"id":"F9667044-EB3E-C11F-B5D0-D7CD6E08A224","name":"Influence","level":4,"action":0,"textDescription":"<b>Frequency</b> once per day<br><b>Trigger</b> You're about to roll a Deception, Diplomacy, or Intimidation check, but you haven't rolled yet.<br><hr>With masterful timing and a careful choice of words, you can manipulate the emotions and thoughts of others. You roll the triggering Deception, Diplomacy, or Intimidation check twice, and use the higher result.","traits":"Emotion, Guide, Fortune, Mental","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967941"},{"id":"0adb843c-32ff-4135-8973-9563bd72be64","name":"Leader's Confidence","level":12,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain the leader’s confidence class feature.","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"listCustomEffects":[{"effectType":13,"string0":"42b613b8-6135-4ef5-b574-9106ef2346a9","int0":1}]},{"id":"D6DCDE7E-C465-2CD6-C8A2-19EF73F5DED9","name":"Legendary Push","level":20,"action":3,"textDescription":"<b>Frequency</b> once per day<br><hr>Through your presence and commands, your companions exceed mortal limitations. For 1 minute, you and allies are quickened, but get two extra actions instead of one. You can use the additional actions for any action. After the minute, you and your allies are slowed 1 for 1 minute.","traits":"Auditory, Guide, Visual","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967941"},{"id":"4A956AF1-CD21-B9F3-1357-5F06109F33F8","name":"Look Alive","level":8,"reqFeats":["564E2391-1D8F-6B83-079C-EBA26292F874"],"textDescription":"<b>Prerequisites</b> Watch Out<br><hr>You warn your ally to move away from danger. You can use Watch Out before an ally in range attempts a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to their Reflex save against the triggering effect.<br>When you use Watch Out and the triggering attack fails or critically fails, or your ally succeeds or critically succeeds at the saving throw, your ally can also Stride up to 10 feet as a free action.","traits":"Guide, Traversal","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967941"},{"id":"9AFA7027-2BF8-29BB-44C1-74B22BBB80F9","name":"Master Plan","level":14,"textDescription":"During your daily preparations, you can review stratagems with up to five allies. Later, you can quickly advise each of these allies on your schemes using the reaction below.<br><b>New Plan</b> R (Fortune, Linguistic) <b>Trigger</b> An ally you reviewed stratagems with is about to attempt an attack roll or skill check; <b>Effect</b> The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your New Plan until your next daily preparations.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967942","listCustomEffects":[{"effectType":13,"string0":"58eaf0a1-6dab-4753-b0b6-7a4a06501603","int0":1}]},{"id":"541D268A-C70D-DAA4-F8E1-261B0E1F955F","name":"Not in the Face","level":4,"action":0,"textDescription":"<b>Prerequisites</b> Trained in Deception<br><b>Trigger</b> A creature targets you with a melee attack.<br><hr>You wave your arms to shield your face from harm and cower, acting meek and pitiful. Attempt a Deception check against the triggering creature's Will DC. The triggering creature is then immune to Not in the Face for 1 hour.<br><b>Critical Success</b> Your attacker has second thoughts about harming you and is thoroughly thrown off. It takes a –2 status penalty to attack and damage rolls against you until the start of its next turn.<br><b>Success</b> Your attacker is thrown off. It takes a –1 status penalty to attack rolls against you until the start of its next turn.<br><b>Failure</b> Your attacker is temporarily thrown off. It takes a –1 status penalty to the triggering attack roll.<br><b>Critical Failure</b> Your attacker is unaffected.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Deception":2},"databaseID":1,"timestamp":"1774554967942"},{"id":"B742C09C-E36D-FF82-8198-2811BE8DF17E","name":"Opportune Timing","level":10,"textDescription":"You know how to issue advice when it barely requires any extra effort from your allies. Once per round, when you use an ability that allows one or more allies to use their reaction, you can grant one ally of your choice benefiting from that ability an extra reaction. This reaction has to be used for that ability, and is lost if not used.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967943"},{"id":"37123DD7-0C31-48B6-7461-935EB36C674F","name":"Pardon Me","textDescription":"<b>Prerequisites</b> Trained in Deception<br><hr>You distract your foes with a clever comment as you maneuver around them. You can use Deception instead of Acrobatics to Tumble Through using the target's Will DC instead of Reflex DC. When you successfully Tumble Through using Deception, the foe whose space you passed through is suppressed until the end of its next turn.","traits":"Guide, Mental","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Deception":2},"databaseID":1,"timestamp":"1774554967943"},{"id":"BCFF954B-B1DC-9FD9-8EC3-32D06C2A1DE1","name":"Quip","action":0,"textDescription":"<b>Prerequisites</b> Trained in Intimidation<br><b>Trigger</b> A creature within 30 feet is damaged by an ally's Strike.<br><hr>You follow up on your ally's success by hurling a cunning, well-timed taunt at a foe they wounded. Attempt to Demoralize the triggering creature.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Intimidation":2},"databaseID":1,"timestamp":"1774554967943"},{"id":"ECF7C42E-EE9D-0F94-6557-261FAC279C31","name":"Ready to Roll","level":14,"action":-1,"textDescription":"<b>Trigger</b> You roll initiative.<br><hr>You instinctively react to trouble by directing your allies to act at the exact moment their intervention would matter most. Issue a 1-action directive.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967944"},{"id":"ad810584-d5ed-4cfe-a5c7-60ad5f700728","name":"Really Get Em!","level":8,"reqFeats":["430a2766-6983-4351-a024-bbb2a628cb40"],"textDescription":"<b>Prerequisites</b> Guide Dedication<hr>You gain the Lead by Example benefit for your Get ’Em! directive, except you and your allies get a +2 status bonus to damage on both the initial and subsequent Strikes.","traits":"Archetype","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"listCustomEffects":[{"effectType":13,"string0":"34b8f329-fae6-4272-8a99-dbab0d0d3557","int0":1}]},{"id":"F9520554-DF8E-8947-013D-7369DC765C88","name":"Rearrange","level":8,"action":-1,"reqFeats":["5299D833-EA80-D384-A6EE-28CBC0E9FA18"],"textDescription":"<b>Prerequisites</b> Strategic Swap<br><b>Frequency</b> once per hour<br><b>Trigger</b> You use your reaction to use Strategic Swap<br><hr>You can swap the initiative scores between you and all allies.","traits":"Concentrate, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967944"},{"id":"68174961-EC7C-43B4-5CEC-561A46D1DB97","name":"Saw it Coming","level":4,"action":-1,"textDescription":"<b>Trigger</b> You’re about to roll initiative.<br><hr>You read the demeanor, body language, and instinctive tics of your foes as easily as you read a comm unit, allowing you to react a moment before those around you and gain an edge in the coming battle. You gain a +1 circumstance bonus to your initiative roll, and you can immediately do one of the following: Interact to draw a weapon, Step, or Stride.","traits":"Guide, Traversal","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967945"},{"id":"8D00226D-D878-813C-39BB-50D06A7CCDF9","name":"Search High and Low!","level":2,"action":1,"textDescription":"You alert your allies to look for enemies and hidden things in a stressful situation, coordinating their efforts so they can do so more efficiently. Until the beginning of your next turn, you and your allies gain a +2 circumstance bonus to Perception checks to Seek. As your guide level increases, increase the bonus to +3 at 7th level, +4 at 12th level, and +5 at 17th level.<br><b>Lead by Example</b> If you used two actions, Seek. Each of your allies within 100 feet who can sense you can also immediately Seek as a reaction.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967945","listCustomEffects":[{"effectType":13,"string0":"4c2ae9e9-5246-4a43-8149-be41f507263f","int0":1}]},{"id":"1CD71033-5809-BA53-347B-E445A64250F0","name":"Secondary Directive","level":12,"action":1,"textDescription":"<b>Requirements</b> Your last action this turn was issuing a 2-action directive.<br><hr>You follow-up your issued directive with an understood order by attacking a notable foe. Make a Strike. If the Strike hits, the target is affected by a 1-action Get 'Em!","traits":"Guide, Flourish","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967946"},{"id":"0C481FB4-0AF5-1215-3308-DA43D59D1FC5","name":"Set-Up Strike","level":2,"action":1,"textDescription":"Your attack makes it easier for an ally to land a blow. Attempt a Strike. If the Strike hits, the next creature other than you 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":"Attack, Flourish, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967946"},{"id":"B18E652E-DF6B-B6E6-A2D1-FE9678BEF393","name":"Shift the Field","level":18,"action":-1,"reqFeats":["F9520554-DF8E-8947-013D-7369DC765C88"],"textDescription":"<b>Prerequisites</b> Rearrange<br><b>Frequency</b> once per day<br><b>Trigger</b> You use your reaction on Rearrange<br><hr>You manipulate the battlefield like a chess board. You can swap the initiative scores of all creatures.","traits":"Concentrate, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967947"},{"id":"0F2DAAB7-9090-02A8-AC17-4915B19333A0","name":"Sidestep","level":8,"action":0,"textDescription":"<b>Trigger</b> The attack roll for a Strike targeting you fails.<br><hr>You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that's adjacent to you and within range or reach of the triggering attack. The attacker rerolls the Strike's attack roll against the new target.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967947"},{"id":"8680A87D-6406-0BDE-C99B-14E726A3A978","name":"Skilled Guidance","level":6,"textDescription":"You excel at helping your allies. The circumstance bonus to your ally from your Aid reaction increase by 1.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967948"},{"id":"C1060B8D-4840-3DFE-A8B9-DF0B1127066E","name":"Smooth Diversions","level":10,"textDescription":"<b>Prerequisites</b> Master in Deception<br><hr>You're practiced in the art of diverting attention quickly and subtly. When you succeed at an attempt to Create a Diversion, you can immediately Sneak or Step as a free action.<br>Additionally, creatures only become aware you were trying to trick them if you critically fail to Create a Diversion. Otherwise the creature assumes that your diversion was part of your regular bravado.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","hashMapRequiredProficiences":{"Deception":6},"databaseID":1,"timestamp":"1774554967948"},{"id":"5299D833-EA80-D384-A6EE-28CBC0E9FA18","name":"Strategic Swap","level":2,"action":0,"textDescription":"<b>Trigger</b> After initiative is rolled but before the first turn.<br><hr>You can switch the initiative scores of a willing ally with another willing ally or yourself.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967949"},{"id":"95AD270A-3EA4-CBF4-BE5F-E36A26C31A64","name":"Tag Team","level":10,"action":0,"textDescription":"<b>Trigger</b> The target of your Get 'Em! is critically hit by an ally's attack or critically fails a Reflex save against an ally's attack or spell.<br><hr>You seize the opening your ally has provided, quickly attacking your foe. Make a Strike against the triggering creature. If it's a ranged Strike, it must be in your weapon's first range increment. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967949"},{"id":"B9268D9D-DFAF-7C22-6FC3-CA99CB3C6D91","name":"Take ‘Em Alive!","action":1,"textDescription":"You urge your allies to take down your enemies without incurring any loss of life. Until the beginning of your next turn, you and your allies can add the nonlethal trait to your attacks with weapons (without taking the normal penalty), and to your spells that deal damage and don't have the death or void trait.<br><b>Lead by Example</b> If you used two actions, Strike a target with a nonlethal attack. On a success, you gain a status bonus to damage equal to your key attribute modifier. On a critical success, an ally within 30 feet can Strike the target as a reaction using a nonlethal attack.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967949","listCustomEffects":[{"effectType":13,"string0":"e83f7570-01ff-4b58-bc92-72040774d380","int0":1}]},{"id":"0647D4E7-BD02-280D-69C4-4E3F624D4E19","name":"That'll Show ‘Em","level":12,"reqFeats":["564E2391-1D8F-6B83-079C-EBA26292F874"],"textDescription":"<b>Prerequisites</b> Watch Out<br><hr>When you warn an ally of an attack, you follow up with a shot at your enemy. The first time each round you use your Watch Out reaction, you can make a melee or ranged Strike against the triggering creature. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If you hit, your target is suppressed until the start of its next turn.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967950"},{"id":"A3F57D37-3679-66FA-5EC5-A6C0CC594EBE","name":"True Leader","level":20,"textDescription":"You’ve worked with a team for so long that you’ve learned to convey orders with a glance, a single word, or the tiniest flick of your hand (or suitable appendage, depending on ancestry). Once per turn, you can issue a 1-action guide directive as a free action. This directive doesn’t count toward your total number of directives issued this turn.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967950"},{"id":"4DE7692E-3472-39B4-4B89-5403974774DB","name":"Unstoppable Directives","level":12,"textDescription":"Your confidence is a battery that keeps your allies going. When you use a directive that grants temporary Hit Points, increase the temporary Hit Points by your level. When you use a directive that doesn’t grant temporary Hit Points, you can grant one ally affected by that directive temporary Hit Points equal to half your level. These temporary Hit Points last for 1 minute.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967951"},{"id":"564E2391-1D8F-6B83-079C-EBA26292F874","name":"Watch Out","action":0,"textDescription":"<b>Trigger</b> A creature targets an ally within 60 feet with an attack, and you can see both the attacker and your ally.<br><hr>You signal a warning to your ally, granting them a +2 circumstance bonus to AC against the triggering attack.","traits":"Concentrate, Guide","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967951"},{"id":"68247B74-D571-2F23-7F30-9A9781937157","name":"You Can Do It","level":14,"action":1,"textDescription":"<b>Requirements</b> Your last action was a 1-action directive.<br><hr>You motivate an ally within 60 feet to lead by example. As a free action, that ally can immediately perform the lead by example actions of your last action, gaining any benefits and using any abilities that would normally be used as if you used two-actions to issue the direction. Use your key attribute modifier instead of your ally’s when determining any relevant benefits, such as the status bonus to damage for Get 'Em!","traits":"Guide, Flourish, Mental","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967951"}],"listCustomSpecial":[{"name":"Akashic Expert","id":"838986a2-38ca-40fd-9031-b9677063cc9b","description":"You become an Expert in Akashic Lore.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":3,"databaseID":1,"timestamp":"1774554967952","listCustomEffects":[{"proficiencyName":"Lore: Akashic","effectType":11,"bonusAmount":4,"reference":"7b7ef6f9-732c-47c3-8e35-04586bbdb9f1"}]},{"name":"Akashic Legend","id":"e5c547be-ccc6-414b-9ac4-18d79e18a052","description":"You become legendary in Akashic Lore.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":15,"databaseID":1,"timestamp":"1774554967953","listCustomEffects":[{"proficiencyName":"Lore: Akashic","effectType":11,"bonusAmount":8,"reference":"273b8d0e-fc52-476a-a094-31dad521e821"}]},{"name":"Akashic Lore","id":"f93e76cc-4f49-42b4-9c5b-894f4bc01a62","description":"You are trained in Akashic Lore, and Recall Knowledge checks using it count as though you had the Dubious Knowledge skill feat (reprinted for reference).<br><b>Dubious Knowledge</b><br>You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as knowing something is significant, but not whether it’s good or bad.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"timestamp":"1774554967953","listCustomEffects":[{"proficiencyName":"Lore: Akashic","effectType":11,"bonusAmount":2,"reference":"50cae477-0e49-440c-9f39-955e1d606bfd"}]},{"name":"Akashic Master","id":"36516b3f-76e3-4c44-afa5-4480bb43254a","description":"You become a master in Akashic Lore.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":7,"databaseID":1,"timestamp":"1774554967954","listCustomEffects":[{"proficiencyName":"Lore: Akashic","effectType":11,"bonusAmount":6,"reference":"69648ddd-58d5-4f42-b63f-b5df02298f51"}]},{"name":"Combat Recall","id":"9411f9d3-e2fd-481a-a522-f579edf14202","description":"Seeing a creature moving and acting triggers your connection to the akashic record, and you lean into it, potentially gaining a quick burst of knowledge about its capabilities and what it might do. Choose a creature within 100 feet and Recall Knowledge about the target; if you use your Akashic Lore skill to Recall Knowledge against the creature, you do so against the standard DC for the target's level instead of the very hard DC, though you may still use another skill if it would be more specific.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967954","listCustomEffects":[{"effectType":13,"string0":"7c772ae3-77a4-4ea7-8604-7265b531ce0b","reference":"7157884a-43c0-498f-b38b-4b9950993777"}]},{"name":"Combat Recall [Lead by Example]","id":"7c772ae3-77a4-4ea7-8604-7265b531ce0b","description":"Seeing a creature moving and acting triggers your connection to the akashic record, and you lean into it, potentially gaining a quick burst of knowledge about its capabilities and what it might do. Choose a creature within 100 feet and Recall Knowledge about the target; if you use your Akashic Lore skill to Recall Knowledge against the creature, you do so against the standard DC for the target's level instead of the very hard DC, though you may still use another skill if it would be more specific.<br><br><b>Lead by Example</b> If you used two actions, you Strike the target. You and your allies gain a +1 status bonus to AC or saving throws against an effect from that particular creature until the start of your next turn.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967954"},{"name":"Coordinate Ambush","id":"6d61c88f-6a6f-4757-8b53-8c8fdbca0535","description":"With perfect timing, you call on hidden allies to take down an unsuspecting target. Designate an enemy creature within 60 feet and an ally within 60 feet. The ally can Hide or Sneak as a reaction. If the ally is hidden, undetected, or unnoticed to the target at the start of their turn, they treat the target as off-guard until the end of their turn instead of when they become visible to the target.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967955","listCustomEffects":[{"effectType":13,"string0":"54111d8e-cdb7-430c-bf7b-90006ef794ab"}]},{"name":"Coordinate Ambush [Lead by Example]","id":"54111d8e-cdb7-430c-bf7b-90006ef794ab","description":"With perfect timing, you call on hidden allies to take down an unsuspecting target. Designate an enemy creature within 60 feet and an ally within 60 feet. The ally can Hide or Sneak as a reaction. If the ally is hidden, undetected, or unnoticed to the target at the start of their turn, they treat the target as off-guard until the end of their turn instead of when they become visible to the target.<br><b>Lead by Example</b> If you used two actions, Hide or Sneak. Until the start of your next turn, you can Strike the enemy target as a reaction the first time the ally you targeted attacks your designated enemy.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967955"},{"name":"Dance Partner!","id":"60ef973d-1fd6-4556-ae50-af501978ddee","description":"Every good performer needs an accompanying act. Nominate yourself and an ally within 10 feet. Stride or Step, then your ally can Stride or Step as a reaction as long as they end the same distance or closer to you than they started.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967956","listCustomEffects":[{"effectType":13,"string0":"59f7b4b6-f9e1-4ce5-957e-f15217899ce7"}]},{"name":"Dance Partner! [Lead by Example]","id":"59f7b4b6-f9e1-4ce5-957e-f15217899ce7","description":"Every good performer needs an accompanying act. Nominate yourself and an ally within 10 feet. Stride or Step, then your ally can Stride or Step as a reaction as long as they end the same distance or closer to you than they started.<br><b>Lead by Example</b> If you used two actions, enemies are off-guard to your Strikes if within reach of your selected ally, and vice-versa, until the start of your next turn. Your ally becomes concealed against ranged Strikes made by creatures within 10 feet until the start of your next turn or the ally moves, whichever comes first.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967956"},{"name":"Get 'Em","id":"b7455794-f9a6-4c0b-9444-5b603b61f63b","description":"You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967956"},{"name":"Get 'Em [Lead by Example]","id":"7c70f650-52dc-4b37-870b-6c91ffd6269b","description":"You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.<br><br><b>Lead by Example</b> If you used two actions, Strike the target. You gain a status bonus to the damage roll equal to your key ability modifier. Regardless of whether the Strike hits, you and your allies gain a +1 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn. Increase the damage by 1 at 5th, 10th, 15th, and 20th levels.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967957"},{"name":"Get 'Em [Lead by Example]","id":"34b8f329-fae6-4272-8a99-dbab0d0d3557","description":"You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.<br><br><b>Lead by Example</b> If you used two actions, Strike the target. You gain a +2 status bonus to the damage roll. Regardless of whether the Strike hits, you and your allies gain a +2 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn.<br><br>[Note: This is the non-scaling multiclass version of the directive.]","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","level":8,"actions":2,"databaseID":1},{"name":"Get in There! [Lead by Example]","id":"4a74b537-0078-4b91-93b3-453d6946f2bc","description":"You urge your allies to hustle into the fight or to get out of the way. Until the beginning of your next turn, you and your allies within 100 feet who can sense you gain a +5-foot status bonus to Speed. As your guide level increases, increase the bonus by an additional 5 feet at 7th level, 12th level, and 17th level.<br><b>Lead by Example</b> If you used two actions, Step or Stride. Each of your allies within 100 feet who can sense you can immediately Step or Stride up to half their Speed (rounded down to the nearest 5 feet) as a reaction.","traits":"Directive, Guide, Traversal","src":"Terraism's Envoy to PF Guide Conversion","level":2,"actions":2,"databaseID":1,"timestamp":"1774554967957"},{"name":"Go to Ground [Lead by Example]","id":"5cc6d1e2-5ffa-4fbd-a771-8116b1d303ce","description":"You succinctly direct your allies to find cover by any means necessary. You and all allies within 60 feet count any form of lesser cover as standard cover until the start of your next turn.<br><b>Lead by Example</b> If you used two actions, Take Cover. Any allies within 60 feet can Take Cover as a reaction.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967957"},{"name":"Improvised Mastery","id":"e8514ef3-53ba-49b0-bb06-aa02bdddb89d","description":"<b>Frequency</b> once per day<br><b>Trigger</b> You’re about to attempt a skill check using a skill that you don’t have master proficiency in, and you haven’t rolled yet.<br><hr>You trust your instincts to see you through. You gain master proficiency with the triggering skill for the skill check.","traits":"Guide","src":"Terraism's Envoy to PF Guide Conversion","level":5,"actions":-1,"databaseID":1,"timestamp":"1774554967958"},{"name":"Into Position!","id":"1012f919-6bc3-4930-a924-2fd45d2c7016","description":"You call on allies to get out of a threat's area or close on a threat. Select an enemy within 60 feet. Allies within the target's reach can Step as a reaction. Allies within 30 feet of you and not adjacent to the target can Stride as a reaction but must end closer to the target.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967958","listCustomEffects":[{"effectType":13,"string0":"32e5127e-4694-48b7-99a9-048d1f582e73"}]},{"name":"Into Position! [Lead by Example]","id":"32e5127e-4694-48b7-99a9-048d1f582e73","description":"You call on allies to get out of a threat's area or close on a threat. Select an enemy within 60 feet. Allies within the target's reach can Step as a reaction. Allies within 30 feet of you and not adjacent to the target can Stride as a reaction but must end closer to the target.<br><b>Lead by Example</b> If you used two actions, Strike the target to focus their attention on you. The target takes a –1 circumstance penalty on attacks made against other creatures until the start of your next turn.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967960"},{"name":"Keep on Keeping On!","id":"ad29a521-09a8-41b1-bd12-5272c8f1e522","description":"You push your allies to continue fighting despite their injuries. Select an ally within 30 feet. You can stride up to your speed as long as you end the movement adjacent to that ally. Until the start of your next turn, that ally increases the next healing they receive by an amount equal to your key attribute modifier plus half your level.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967960","listCustomEffects":[{"effectType":13,"string0":"f3fb4db4-ef63-4214-8bbb-f64b40a70f07"}]},{"name":"Keep on Keeping On! [Lead by Example]","id":"f3fb4db4-ef63-4214-8bbb-f64b40a70f07","description":"You push your allies to continue fighting despite their injuries. Select an ally within 30 feet. You can stride up to your speed as long as you end the movement adjacent to that ally. Until the start of your next turn, that ally increases the next healing they receive by an amount equal to your key attribute modifier plus half your level.<br><b>Lead by Example</b> If you used two actions, you Battle Medicine the target, and the target only becomes immune to Battle Medicine for the next 10 minutes instead of 1 day.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967961"},{"name":"Medium Armor Expert","id":"cb483ca9-b400-4696-8f10-ce272df6ee71","description":"Your proficiency in medium armor also increases to expert.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":13,"databaseID":1,"timestamp":"1774554967961","listCustomEffects":[{"proficiencyName":"Medium Armor","effectType":11,"bonusAmount":4}]},{"name":"New Plan","id":"58eaf0a1-6dab-4753-b0b6-7a4a06501603","description":"<b>Trigger</b> An ally you reviewed stratagems with is about to attempt an attack roll or skill check<br><hr>The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your New Plan until your next daily preparations.","traits":"Fortune, Linguistic","src":"Terraism's Envoy to PF Guide Conversion","level":14,"actions":0,"databaseID":1,"timestamp":"1774554967961"},{"name":"Perfect Advice","id":"72051f99-426c-42b0-8b45-260bbd85311c","description":"<b>Frequency</b> once per day per ally<br><b>Trigger</b> an ally within 30 feet of you rolls a skill check<br><hr>You know just what to say to help. The ally can reroll the triggering skill check and use the better result.","traits":"Guide, Fortune","src":"Terraism's Envoy to PF Guide Conversion","level":19,"actions":-1,"databaseID":1,"timestamp":"1774554967961"},{"name":"Ready Arms!","id":"631925c9-e95b-432e-870b-c3a7efe82f7c","description":"With quick commands, you get your allies to ready their equipment. You and all allies within 30 feet can Interact to draw, Switch Hands, or swap weapons as a free action.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":1,"databaseID":1,"timestamp":"1774554967962","listCustomEffects":[{"effectType":13,"string0":"e6892864-8b94-4bb2-a3db-9adf1ec31f89"}]},{"name":"Ready Arms! [Lead by Example]","id":"e6892864-8b94-4bb2-a3db-9adf1ec31f89","description":"With quick commands, you get your allies to ready their equipment. You and all allies within 30 feet can Interact to draw, Switch Hands, or swap weapons as a free action.<br><br><b>Lead by Example</b> If you used two actions, you can Strike or use a one-action ability with the Attack trait. If your strike hits or you succeed with the action you used, one ally can make a Strike against the same target as a free action.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967962"},{"name":"Search High and Low! [Lead by Example]","id":"4c2ae9e9-5246-4a43-8149-be41f507263f","description":"You alert your allies to look for enemies and hidden things in a stressful situation, coordinating their efforts so they can do so more efficiently. Until the beginning of your next turn, you and your allies gain a +2 circumstance bonus to Perception checks to Seek. As your guide level increases, increase the bonus to +3 at 7th level, +4 at 12th level, and +5 at 17th level.<br><b>Lead by Example</b> If you used two actions, Seek. Each of your allies within 100 feet who can sense you can also immediately Seek as a reaction.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","level":2,"actions":2,"databaseID":1,"timestamp":"1774554967962"},{"name":"Size Up","id":"ffa1b77d-8cb2-403c-8fd9-ec2044ac2acb","description":"<b>Frequency</b> once per hour<br><hr>You spend 1 minute observing a specific individual, 10 minutes researching a specific individual when appropriate materials are available, or 1 hour networking and gathering information. This subject is your asset. If you assess your asset via observation, you don't need to know their identity, but if you assess your asset via research or networking, you must know their identity, which requires at least two relevant pieces of information about them. Examples of relevant information could include their name, their place of origin, their current residence, the name of their parent or significant other, their employer, or their organizational affiliation. The GM determines what constitutes relevant information for this purpose, based on the asset you've selected.<br><br>You gain a +1 circumstance bonus to Deception, Diplomacy, Intimidation, and Perception checks against or in relation to your asset, and a +1 circumstance bonus to attempts to Recall Knowledge about your asset.<br><br>You gain the benefits of the 2-action Get 'Em! when using 1-action Get 'Em! on an asset.<br><br>You can maintain a number of assets equal to your key attribute modifier. If you Size Up other assets after that, your new asset replaces a previous one.","traits":"Concentrate, Exploration, Guide","src":"Terraism's Envoy to PF Guide Conversion","level":3,"databaseID":1,"timestamp":"1774554967962"},{"name":"Steel Yourselves","id":"42b613b8-6135-4ef5-b574-9106ef2346a9","description":"<b>Frequency</b> once per hour<br><hr>You encourage your allies to brace for impact or otherwise prepare for incoming damage. Allies within 60 feet who can sense you can spend 1 action on their turn to Brace For Impact. This action has the concentrate trait. Creatures that Brace for Impact gain temporary Hit Points equal to your key attribute modifier + your half your level for 1 minute.","traits":"Directive, Guide, Healing","src":"Terraism's Envoy to PF Guide Conversion","level":7,"actions":1,"databaseID":1,"timestamp":"1774554967963","listCustomEffects":[{"effectType":13,"string0":"681ec5e5-564e-42a0-85f3-b6968e284687","reference":"d699e66f-3f33-4c26-b875-5546bfd2f081"}]},{"name":"Steel Yourselves [Lead by Example]","id":"681ec5e5-564e-42a0-85f3-b6968e284687","description":"<b>Frequency</b> once per hour<br><hr>You encourage your allies to brace for impact or otherwise prepare for incoming damage. Allies within 60 feet who can sense you can spend 1 action on their turn to Brace For Impact. This action has the concentrate trait. Creatures that Brace for Impact gain temporary Hit Points equal to your key attribute modifier + your half your level for 1 minute.<br><b>Lead by Example</b> If you spends two actions, you Brace For Impact. You and any ally who Braces for Impact before the start of your next turn also gain a +1 status bonus to saving throws against effects that deal damage for 1 minute.","traits":"Directive, Guide, Healing","src":"Terraism's Envoy to PF Guide Conversion","level":7,"actions":2,"databaseID":1,"timestamp":"1774554967963"},{"name":"Take ‘Em Alive! [Lead by Example]","id":"e83f7570-01ff-4b58-bc92-72040774d380","description":"You urge your allies to take down your enemies without incurring any loss of life. Until the beginning of your next turn, you and your allies can add the nonlethal trait to your attacks with weapons (without taking the normal penalty), and to your spells that deal damage and don't have the death or void trait.<br><b>Lead by Example</b> If you used two actions, Strike a target with a nonlethal attack. On a success, you gain a status bonus to damage equal to your key attribute modifier. On a critical success, an ally within 30 feet can Strike the target as a reaction using a nonlethal attack.","traits":"Directive, Guide","src":"Terraism's Envoy to PF Guide Conversion","actions":2,"databaseID":1,"timestamp":"1774554967963"}],"listCustomClasses":[{"name":"Guide","id":"74ed92c4-b0b1-446c-9987-ef830100e7e8","traits":"Guide","hp":8,"profPerception":2,"profFortitude":2,"profReflex":4,"profWill":4,"profWeaponSimple":2,"profWeaponMartial":2,"profWeaponUnarmed":2,"profArmorLight":2,"profArmorUnarmored":2,"numSkills":6,"keyAbilities":[3,5],"classFeatLevels":[1,2,4,6,8,10,12,14,16,18,20],"skillIncreaseLevels":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20],"skillFeatLevels":[2,4,6,8,10,12,14,16,18,20],"classDCLevels":[1,9,19,21],"listCustomSpecials":[{"name":"Guide Directives","id":"f1f3fd12-c94d-4690-9013-cb0e692b0973","description":"Guides encourage their allies with directives. A directive is an order that benefits allies who follow it. Guide directives include a way for the guide to lead by example by spending more actions for increased effects. Directives have the auditory or visual trait depending on how you inspire your allies.<br><br>You begin with one guide directive. You can learn more directives through the guide class, guide class feats, and your leadership style. You can issue one directive a turn. Unless otherwise stated, an guide's directive and the benefits it grants last until the beginning of your next turn.<br><br>You gain the Get 'Em! guide directive.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"listCustomEffects":[{"effectType":13,"string0":"b7455794-f9a6-4c0b-9444-5b603b61f63b","reference":"9dba85c4-9c43-4d8c-9c20-1dc7252a9e79"},{"effectType":13,"string0":"7c70f650-52dc-4b37-870b-6c91ffd6269b"}]},{"name":"Leadership Style","id":"0889ef4c-b164-4461-bcf0-85214597f93b","description":"Whether it comes naturally, or you trained for it, you've developed a personal style of leading others. At 1st level, select a leadership style. You become trained in the indicated leadership skill, you gain the indicated leadership perk, and know the associated leadership directive.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-1,"databaseID":1,"listChildIDs":["5dbcf350-c556-44eb-ae06-05200b8e89dc","89e85887-38c2-46c4-bcae-38414ca82286","1eab696c-66ef-46e6-a464-ac45f548da33","c6b369fd-1b60-48e4-abe7-09a67231b88f","7044cd70-bb6e-40e9-9099-4b352b30612c","0eadf763-a85f-43b1-a395-703e0a6225bf"]},{"name":"Aggressive Entrance","id":"5dbcf350-c556-44eb-ae06-05200b8e89dc","description":"You lead your team by overwhelming force - it's always better to shoot first and ask questions later. You might be bombastic and loud, or just believe that the best defense is a great offense.<br><br><b>Leadership Skill</b> Acrobatics<br><b>Leadership Perk</b> You gain Incredible Initiative as a bonus feat.<br><b>Leadership Directive</b> Ready Arms!<br>","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-2,"databaseID":1,"listCustomEffects":[{"effectType":11,"bonusAmount":2,"reference":"9ec6d571-5a1e-4b84-b0c1-7698b4f35912"},{"effectType":14,"string0":"GENERAL_Incredible Initiative","reference":"5aeffa6e-cfdd-4030-8a75-dc3566ea101e"},{"effectType":13,"string0":"631925c9-e95b-432e-870b-c3a7efe82f7c","reference":"07a21b4d-8bed-4c01-b003-613e01509e9d"}]},{"name":"Akashic Gift","id":"89e85887-38c2-46c4-bcae-38414ca82286","description":"With a unique connection to the akashic record, with the right stimulus you can access information you would have no other way of knowing. That information plays a critical role in the battles you fight and missions you plan.<br><br><b>Leadership Skill</b> Society<br><b>Leadership Perk</b> You become trained in Akashic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic, at the very hard DC for the topic's level. You count as having the Dubious Knowledge skill feat when you Recall Knowledge using Akashic Lore.<br>At 3rd level, you become an expert in Akashic Lore; at 7th level, you become a master in Akashic Lore; and at 15th level, you become legendary in Akashic Lore.<br><b>Leadership Directive</b> Combat Recall","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-2,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Society","effectType":11,"bonusAmount":2,"reference":"167172c8-33d2-4eb2-be4d-255d9d7925b6"},{"effectType":13,"string0":"9411f9d3-e2fd-481a-a522-f579edf14202","reference":"a2989727-cbef-499f-9d35-a08d94144b53"},{"effectType":13,"string0":"f93e76cc-4f49-42b4-9c5b-894f4bc01a62","reference":"f958389d-4e80-43b5-935b-c630d7ce3ca7"},{"effectType":13,"string0":"838986a2-38ca-40fd-9031-b9677063cc9b","reference":"30998230-9c73-4b28-a7c7-aa6ea100e5fa"},{"effectType":13,"string0":"36516b3f-76e3-4c44-afa5-4480bb43254a","reference":"9172e4ff-abaf-42ae-92fa-3ae9389f3ce7"},{"effectType":13,"string0":"e5c547be-ccc6-414b-9ac4-18d79e18a052","reference":"2f6d2976-6740-4142-b9ec-51f9c3945925"}]},{"name":"From the Front","id":"1eab696c-66ef-46e6-a464-ac45f548da33","description":"You’re most comfortable leading your allies from the front lines of battle while you fight alongside them. You might raise a shield to help weather the storm of incoming gunfire or simply lead with a pointed finger and a shout of encouragement as you run into the center of the enemy formation.<br><br><b>Leadership Skill</b> Athletics<br><b>Leadership Perk</b> You gain the Shield Block general feat, a reaction to reduce damage with a shield. You’re trained in medium armor. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.<br><b>Leadership Directive</b> Into Position!","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-2,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Athletics","effectType":11,"bonusAmount":2},{"effectType":14,"string0":"GENERAL_Shield Block","reference":"e9926c25-f98d-4d02-906a-82b13728e7c9"},{"proficiencyName":"Medium Armor","effectType":11,"bonusAmount":2},{"effectType":13,"string0":"cb483ca9-b400-4696-8f10-ce272df6ee71"},{"effectType":13,"string0":"1012f919-6bc3-4930-a924-2fd45d2c7016"}]},{"name":"From the Shadows","id":"c6b369fd-1b60-48e4-abe7-09a67231b88f","description":"You prefer to direct your allies in subtle ways, without drawing much attention from foes. You might sneak in behind your bodyguards or support your team from a safe distance.<br><br><b>Leadership Skill</b> Stealth<br><b>Leadership Perk</b> You gain Assurance (Stealth) as a bonus feat. When you are hidden from a creature, you do not become observed if you only have lesser cover against it, as long as you do not end your turn with only lesser cover.<br><b>Leadership Directive</b> Coordinate Ambush","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-2,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Stealth","effectType":11,"bonusAmount":2},{"effectType":14,"string0":"GENERAL_Assurance","reference":"34e19423-1b9a-4f3b-9b33-391f554a521c"},{"effectType":13,"string0":"6d61c88f-6a6f-4757-8b53-8c8fdbca0535"}]},{"name":"In the Spotlight","id":"7044cd70-bb6e-40e9-9099-4b352b30612c","description":"Whether through conversation, clever lies, dazzling performances, or threats, you rely on charm and cunning to influence others. You crave being in the spotlight.<br><br><b>Leadership Skill</b> Performance<br><b>Leadership Perk</b> You gain Impressive Performance as a bonus feat. When you Feint, you can do so against a target within 30 feet of you rather than within melee reach, and you can choose to attempt a Performance check instead of a Deception check. When you do so, the target is off-guard against the attacks from any creature, not just you, for the same duration your result would normally allow.<br><b>Leadership Directive</b> Dance Partner!","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-2,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Performance","effectType":11,"bonusAmount":2},{"effectType":14,"string0":"GENERAL_Impressive Performance","reference":"d7898cef-b5c4-464e-9677-c55a2949da8e"},{"effectType":13,"string0":"60ef973d-1fd6-4556-ae50-af501978ddee"}]},{"name":"Through Desperate Times","id":"0eadf763-a85f-43b1-a395-703e0a6225bf","description":"You step up to lead during difficult times. You might have experienced a traumatic event, perhaps escaping a pirate ship during a mutiny, or you fought in some notorious battle. Your allies trust your instincts, knowing you’ll keep them safe.<br><br><b>Leadership Skill</b> Medicine<br><b>Leadership Perk</b> You gain Battle Medicine as a bonus feat.<br><b>Leadership Directive</b> Keep on Keeping On!","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","specialType":-2,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Medicine","effectType":11,"bonusAmount":2},{"effectType":14,"string0":"GENERAL_Battle Medicine","reference":"5b072b0e-89c1-4388-9a24-00da8df2d1c5"},{"effectType":13,"string0":"ad29a521-09a8-41b1-bd12-5272c8f1e522"}]},{"name":"Adaptive Talent","id":"3d02dba8-4199-475d-a457-182fec858a3f","description":"You're quick thinking and adaptable, capable of picking up new skills and talents with little practice or training. During your daily preparations, select one skill feat that you meet the prerequisites for. You gain this skill feat until you prepare again. Since you have this feat temporarily, you can't use it as a prerequisite for a permanent character option. You can use this for effects that temporarily give you access to other abilities, such as taking Multilingual to temporarily learn a new language.<br><br>As your guide level increases, so does your ability to adapt to new situations. At 9th level and 15th level, increase the number of skill feats you gain this way by 1. You can use feats that you temporarily gain through adaptive talent as a prerequisite for other feats that you temporarily gain through adaptive talent, but you still can't use them as prerequisites for permanent character options.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":3,"databaseID":1},{"name":"Perception Expertise","id":"0f4b8d9c-f2a3-4876-ad68-ca04560ee218","description":"You have a keen eye for details and always manage to remain alert to threats around you. Your proficiency rank for Perception increases to expert.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":5,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Perception","effectType":11,"bonusAmount":4,"reference":"678851c1-3233-4c53-9de1-db8dfb94031f"}]},{"name":"Weapon Expertise","id":"195e8685-b354-4fc8-9951-e820c322c0ae","description":"You've learned a few tricks with your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. Whenever you attack the target of your Get 'Em!, you gain access to the critical specialization effects of all weapons for which you have expert proficiency.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":5,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Simple Weapons","effectType":11,"bonusAmount":4,"reference":"3de9bb16-725a-48f0-ac29-6e70aa5deaa9"},{"proficiencyName":"Martial Weapons","effectType":11,"bonusAmount":4,"reference":"0408aa99-1126-4cbf-85c9-bf5960fe1cea"},{"proficiencyName":"Unarmed Attacks","effectType":11,"bonusAmount":4,"reference":"5dfd6ba8-4ea7-4f61-99f5-83e9bc60dc21"}]},{"name":"Fortitude Expertise","id":"49961f62-7f07-4f36-b940-34c434c14191","description":"Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":7,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Fortitude","effectType":11,"bonusAmount":4,"reference":"587ff7e8-d0df-4cda-bed4-c23e03573c8e"}]},{"name":"Weapon Specialization","id":"d2eb4ad6-11c1-4db6-bbcf-13be66a2ee2e","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're an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":7,"databaseID":1},{"name":"Guide Expertise","id":"0e44afb6-7fa8-4ef8-ac4a-295456d8ef96","description":"You've come a long way, and your hands-on experience has improved your skills. Your proficiency rank for your guide class DC increases to expert.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":9,"databaseID":1},{"name":"Situational Awareness","id":"ff0ad8d1-5d27-441f-bc55-5c335a257b52","description":"You can Ready a directive as a single action. If the trigger you designated occurs before the start of your next turn, you can use the 2-action version of the directive instead of the 1-action, and if it includes a Strike, the directive gains the attack trait (meaning that your multiple attack penalty applies even though the attack is outside of your turn).","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":9,"databaseID":1},{"name":"Perception Mastery","id":"4cd974c3-dc49-4f10-bf19-92110b1688f0","description":"Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":11,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Perception","effectType":11,"bonusAmount":6,"reference":"e9542504-d21b-46b1-bacd-1bd6aa94bc65"}]},{"name":"Resolve","id":"84d27be1-a1e1-4bca-8a9b-99f6c17b25cb","description":"You've strengthened your mind with an inner reservoir of determination. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":11,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Will","effectType":11,"bonusAmount":6,"reference":"88fe66db-0ddd-40ed-897f-09b6a1f37912"}]},{"name":"Savvy Improviser","id":"caeaf48a-c274-45dd-a320-840971dc366c","description":"You can use Improvised Mastery twice per day. Additionally, the first time per day when you roll a natural 1 on a skill check that does not have the Attack trait, you don't automatically reduce your degree of success (you get a critical failure only if your result is 10 lower than the DC).","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":11,"databaseID":1},{"name":"Light Armor Expertise","id":"d711ac54-212f-44df-a4d4-521b18405404","description":"You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":13,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Light Armor","effectType":11,"bonusAmount":4,"reference":"fe8c7f9b-915a-4bb5-ba59-47f05adcd923"},{"proficiencyName":"Unarmored","effectType":11,"bonusAmount":4,"reference":"2ffd4765-86d3-47b1-9787-4872ad677825"}]},{"name":"Tactician","id":"c6dbff29-60ca-45c3-9420-dadd13e48db0","description":"When you aren't directing allies, you focus on a situation's shifting circumstances, readying to react. At the end of each of your turns, you gain one additional reaction, which you can use before the beginning of your next turn for any guide reaction.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":13,"databaseID":1},{"name":"Weapon Mastery","id":"48d2038c-d584-4c3e-8e29-547f366e42be","description":"You know your weapons like you know yourself. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":13,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Simple Weapons","effectType":11,"bonusAmount":6,"reference":"12ef9dba-80a2-4ddd-8069-a6b1b2d89db5"},{"proficiencyName":"Martial Weapons","effectType":11,"bonusAmount":6,"reference":"f3055881-d05e-4cde-a8f5-f276842a8f2e"},{"proficiencyName":"Unarmed Attacks","effectType":11,"bonusAmount":6,"reference":"a371d9b8-10a8-4d03-a6e1-41615c8c76f6"}]},{"name":"Greater Weapon Specialization","id":"242b5c71-e37c-458b-adda-d8108ec9294a","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":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":15,"databaseID":1},{"name":"Legendary Improvisation","id":"15b02746-cc81-4fd9-bd46-d028e3e50714","description":"Your improvisation skills have dramatically improved. Improvised Mastery triggers on skill checks using a skill that you don't have legendary proficiency in, rather than master proficiency, and it grants you legendary proficiency for the triggering check, rather than master proficiency.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":15,"databaseID":1},{"name":"Reflex Mastery","id":"324f143e-141d-4614-a175-5575806f9200","description":"You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":15,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Reflex","effectType":11,"bonusAmount":6,"reference":"4917c761-1e3b-4c05-844a-87b32de1e59c"}]},{"name":"Greater Resolve","id":"e4a001f2-96d7-4b08-a985-2cd939f4aaf0","description":"Your ambition and stubbornness grant you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":17,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Will","effectType":11,"bonusAmount":8,"reference":"985fcd6d-55b6-432c-ad74-d16ac504d2a5"}]},{"name":"Incredible Senses","id":"e9e8e261-b42a-46fc-8ee0-eee615542431","description":"You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":17,"databaseID":1,"listCustomEffects":[{"proficiencyName":"Perception","effectType":11,"bonusAmount":8,"reference":"e1eab5a9-0774-4af5-bd10-a9005f303a37"}]},{"name":"Clear Instructions","id":"e88580c0-7f48-4ebd-9c13-ecf093e2ad09","description":"When you use a guide directive or ability that would affect an ally within a limited range, it applies as long as that ally can see or hear you.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":17,"databaseID":1},{"name":"Incredible Leader","id":"9c4a8c0d-7cdc-44c2-a77b-da1216cf5950","description":"Your savvy and skill are unparalleled. Your proficiency rank for your guide class DC increases to master. You gain the Perfect Advice action.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":19,"databaseID":1,"listCustomEffects":[{"effectType":13,"string0":"72051f99-426c-42b0-8b45-260bbd85311c","reference":"e6d17744-612a-4344-840e-71f3358ac038"}]},{"name":"*MANUAL PATHBUILDER INSTRUCTIONS*","id":"e52e0479-da1d-424b-9f24-4f967d9c3805","description":"PATHBUILDER ONLY: Add a free skill feat choice at levels 3, 9, and 15. Custom packs cannot implement something like Adaptive Talent.","traits":"3rd Party","src":"Terraism's Envoy to PF Guide Conversion","level":3,"databaseID":1}],"timestamp":"1774554967965","description":"An expert and influencer, you make your way through the world with your quick wits, a wry disposition, and ability to steer those around you to be their best. You're a leader who motivates your teammates, pushes them past their limits, and helps them through tough spots. You excel at using your knowledge or silver tongue at getting others to act in your best interest - often also in theirs, but some guides are a bit more selfish. You might be a scholar, diplomat, con artist, or military officer—or you might take on whatever role the situation demands.","src":"Terraism's Envoy to PF Guide Conversion","databaseID":1,"listCustomSpecialIDsAndLevel":[{"id":"e8514ef3-53ba-49b0-bb06-aa02bdddb89d","level":5,"prefix":"caa759cf-9940-482d-b326-63d7fe6ab7e4"},{"id":"42b613b8-6135-4ef5-b574-9106ef2346a9","level":7,"prefix":"63fa4877-9eae-4d3b-84cb-cb12b5493473"},{"id":"ffa1b77d-8cb2-403c-8fd9-ec2044ac2acb","level":3,"prefix":"d35ae0f9-c51a-4b8b-9d4b-5f687440d57d"}]}]}