{ "name": "Test Adventure", "img": null, "caption": "", "sort": 0, "description": "", "actors": [ { "folder": "POksA1dYQfCinVky", "name": "Default Chest", "type": "character", "_id": "6JfWPFJcsHC9EYWl", "img": "modules/mb-pfsw-kingmaker/assets/tiles/storage/Treasure_Chest_Wood_Light_A1_1x1.webp", "system": { "attributes": { "agility": { "die": { "sides": 4, "modifier": 0 }, "wild-die": { "sides": 6 } }, "smarts": { "die": { "sides": 4, "modifier": 0 }, "wild-die": { "sides": 6 }, "animal": false }, "spirit": { "unShakeBonus": 0, "die": { "sides": 4, "modifier": 0 }, "wild-die": { "sides": 6 } }, "strength": { "die": { "sides": 4, "modifier": 0 }, "wild-die": { "sides": 6 }, "encumbranceSteps": 0 }, "vigor": { "unStunBonus": 0, "soakBonus": 0, "bleedOut": { "modifier": 0, "ignoreWounds": false }, "die": { "sides": 4, "modifier": 0 }, "wild-die": { "sides": 6 } } }, "stats": { "speed": { "runningDie": 6, "runningMod": 0, "value": 6 }, "toughness": { "value": 0, "armor": 0, "modifier": 0 }, "parry": { "value": 0, "modifier": 0, "shield": 0 }, "size": 0 }, "details": { "autoCalcToughness": true, "autoCalcParry": true, "archetype": "", "appearance": "", "notes": "", "goals": "", "biography": { "value": "" }, "species": { "name": "" }, "currency": 500, "wealth": { "die": 6, "modifier": 0, "wild-die": 6 }, "conviction": { "value": 0, "active": false } }, "powerPoints": { "general": { "value": 0, "max": 0 } }, "fatigue": { "value": 0, "max": 2, "ignored": 0 }, "wounds": { "value": 0, "max": 3, "ignored": 0 }, "woundsOrFatigue": { "ignored": 0 }, "advances": { "mode": "expanded", "value": 0, "rank": "Novice", "details": "", "list": [] }, "bennies": { "value": 3, "max": 3 }, "status": { "isShaken": false, "isDistracted": false, "isVulnerable": false, "isStunned": false, "isEntangled": false, "isBound": false, "isIncapacitated": false }, "initiative": { "hasHesitant": false, "hasLevelHeaded": false, "hasImpLevelHeaded": false, "hasQuick": false }, "additionalStats": {}, "wildcard": true }, "prototypeToken": { "name": "Default Chest", "displayName": 20, "actorLink": false, "appendNumber": true, "prependAdjective": false, "texture": { "src": "modules/mb-assets/assets/tiles/storage/Treasure_Chest_Wood_Light_A1_1x1.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": 1, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "light": { "alpha": 0.5, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "attenuation": 0.5, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "type": null, "speed": 5, "intensity": 5, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null }, "sight": { "enabled": false, "range": 0, "angle": 360, "visionMode": "basic", "color": null, "attenuation": 0.1, "brightness": 0, "saturation": 0, "contrast": 0 }, "detectionModes": [], "flags": { "tagger": { "tags": "" } }, "randomImg": false }, "items": [ { "_id": "FI27aduuLqjd9Ddq", "system": { "description": "
Characters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nThe Lord Mayor is a fat jovial man whose merry manner disguises a keen mind seeking to juggle the interests of a bustling city, powerful nobles and Swordlords prickly with pride.
" }, "species": { "name": "" }, "currency": 0, "wealth": { "die": 6, "modifier": 0, "wild-die": 6 }, "conviction": { "value": 0, "active": false } }, "powerPoints": { "general": { "value": 0, "max": 0 } }, "fatigue": { "value": 0, "max": 2, "ignored": 0 }, "wounds": { "value": 0, "max": 3, "ignored": 0 }, "woundsOrFatigue": { "ignored": 0 }, "advances": { "mode": "expanded", "value": 0, "rank": "Novice", "details": "", "list": [] }, "bennies": { "value": 3, "max": 2 }, "status": { "isShaken": false, "isDistracted": false, "isVulnerable": false, "isStunned": false, "isEntangled": false, "isBound": false, "isIncapacitated": false }, "initiative": { "hasHesitant": false, "hasLevelHeaded": false, "hasImpLevelHeaded": false, "hasQuick": false }, "additionalStats": { "languages": { "label": "Languages", "dtype": "String", "hasMaxValue": false, "value": "Taldane, Draconic, Hallit, Varisian" } }, "wildcard": true }, "prototypeToken": { "name": "Ioseph Sellemius", "displayName": 30, "actorLink": true, "appendNumber": true, "prependAdjective": false, "texture": { "src": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Ioseph_Sellemius.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": -1, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "light": { "alpha": 0.5, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "attenuation": 0.5, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "type": null, "speed": 5, "intensity": 5, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null }, "sight": { "enabled": false, "range": 0, "angle": 360, "visionMode": "basic", "color": null, "attenuation": 0.1, "brightness": 0, "saturation": 0, "contrast": 0 }, "detectionModes": [], "flags": { "tagger": { "tags": "" } }, "randomImg": false }, "items": [ { "_id": "fx8Xh1Bx75VoDep8", "name": "Humanoid (Type)", "type": "ability", "img": "systems/swade/assets/icons/ability.svg", "effects": [], "folder": null, "sort": 0, "flags": { "cf": { "id": "temp_rwu1x7vfmnk", "path": "Special Abilities#/CF_SEP/Types", "color": "#000000" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-abilities.mZrhKSK2TGXaImvi" }, "swade": { "hasGranted": [] } }, "system": { "description": "Biped creatures, with a human-like head, torso and limbs. Humanoids usually possess language and form cultures.
\nHumans possess exceptional drive and ambition. They demonstrate a great capacity to endure hardships, as well as a penchant for expanding their territories. Humanity is often characterized by its tumultuousness and diversity; cultures range from small, nomadic tribes to peaceful agrarian villages and vast cosmopolitan (even decadent) cities and kingdoms.
\nThe physical characteristics of humans are as varied as the world’s climes. From dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features.
\nLanguages: Common.
\nAge Range: Adult 17, old age 53, max age 70-110
\nHuman Males: Height 5'-6'6 and weight 130-220 (Average 5'9\" , 175 lb).
\nHuman Females: Height 4'7\"-6'1\" and weight 95-185 (Average 5'4\", 140 lb).
\nThose who carry their weight well have the @Compendium[swpf-core-rules.swpf-edges.Brawny]{Brawny} Edge. Those who don’t might be Obese. A character cannot be both Brawny and Obese, and this Hindrance can’t increase your @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Size} above +3.
\nAn Obese hero’s Size (and therefore @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01makingcharac00]{Toughness}) increase by +1. Reduce @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} by 1, and decrease the running die one die type (minimum d4). @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} is considered one die type less (minimum d4) for armor and worn gear (not weapons). The hero may also have difficulty finding armor or clothing that fits or entering confined spaces — GM's call, but tight dungeon corridors, twisting caverns, and the like are all likely to cause the hero problems.
\nAcademics reflects knowledge of the arts, history, archaeology, religion, and similar fields, or the ability to find that information. If an explorer wants to research when the Imperial Calendar began or cite a line from Azvadeva Pujila, or use his linguistic expertise to decipher a dead language, this is the skill to have.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\n+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nSurvival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nMore detailed information on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hunger} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Thirst} can be found under @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}.
\nTracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} and cannot run while tracking a foe.
\nThe Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
\nMartial Flexibility.
Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nBattle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nThrough hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His Parry increases by +1 and any Gang Up bonus against him is reduced by one.
\nCommand is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit or Vigor rolls when attempting to recover from being Shaken or Stunned, respectively.
\nWhen a character withdraws from melee, adjacent attackers get a free @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting} attack against him (see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Withdrawing From Melee}). This is a very dangerous proposition for most, but not your wily champion. When moving away from adjacent foes, one of them (player’s choice), doesn’t get his free Fighting attack.
\nSome take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war.
\nLords of the battlefield, fighters are a disparate lot. Some train with many weapons; some prefer just one. Whatever their tactics, fighters excel at combat. They protect their own and defeat their enemies, rarely shying away from battle. They often lead the charge, a role they relish even if they don’t insist on it.
\nThese skilled warriors turn hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Woe to those who dare stand against them.
\nProfessional soldiers get used to carrying heavy loads and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Encumbrance} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the Brawny Edge.)
\nThey also get a free reroll on Vigor rolls made to survive environmental hazards (see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}).
\nThis Edge has no effect on Armor Interference or Armor Restriction.
\nNotes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. Hand-drawn.
\nA large man with gray eyes, closely cropped black hair, bushy eyebrows, and a thin mustache.
", "notes": "", "goals": "", "biography": { "value": "A striking, dark-haired half-elf woman with an old dueling scar above one eye.
", "notes": "", "goals": "", "biography": { "value": "Jamandi Aldori has made a name for herself both in the salons of the Aldori fighting school and in the halls of government of Rostland and Brevoy.
Low Light Vision ignores penalties for Dim and Dark @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} (but not Pitch Darkness).
\nHalf-elves gain the grace of their namesakes, but none of their elegant frailty. Many are well-adjusted progeny of loving unions between a @Compendium[swpf-core-rules.swpf-abilities.Human]{human} and an @Compendium[swpf-core-rules.swpf-abilities.Elf]{elf}, but some are shunned by one side of the family or the other. Others may even be mistreated. Hence, a half-elf understands loneliness, and knows that identity is less a product of ancestry than of life experience. As such, half-elves are often open to friendships and alliances with others, and less likely to rely on first impressions.
\nTheir lifespans are closer to their human lineage than those of their elven kin. They exhibit physical characteristics from both their parents, such as pointed ears and human eyes, usually with a pleasing overall effect.
\nLanguages: Common and Elven.
\nAge Range: Adult 22, old age 93, max age 125-185.
\nHalf-elf Males: Height 5'4-6'6 and weight 110-180 (Average 5'11\" , 155 lbs).
\nHalf-elf Females: Height 5'2\"-6'4\" and weight 100-170 (Average 5'9\", 135 lbs).
\nLow Light Vision ignores penalties for Dim and Dark @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} (but not Pitch Darkness).
\nAcademics reflects knowledge of the arts, history, archaeology, religion, and similar fields, or the ability to find that information. If an explorer wants to research when the Imperial Calendar began or cite a line from Azvadeva Pujila, or use his linguistic expertise to decipher a dead language, this is the skill to have.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nBattle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nSurvival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nMore detailed information on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hunger} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Thirst} can be found under @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}.
\nTracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} and cannot run while tracking a foe.
\nThe Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
\nHonor is very important to your character. She keeps her word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect. She may have a prescribed code of conduct in line with the mores of a particular deity, cause, or social order.
\n(MINOR OR MAJOR)
\nA @Compendium[swpf-core-rules.swpf-hindrances.Vow]{vow} is a commitment to others — driven characters want something for themselves. It may be to protect the realm, prove you’re the best knucklebones player in the kingdom, or the best equestrian on Golarion.
\nThe Minor version shapes the character and influences decisions but either happens rarely or is fairly harmless. As a Major Hindrance it’s an overriding desire that comes up frequently or causes peril for the hero and companions.
\nStubborn individuals always want their way and never admit they’re wrong. Even when it’s painfully obvious they’ve made a mistake they try to justify it with half-truths and rationalizations.
\nCommand is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit or Vigor rolls when attempting to recover from being Shaken or Stunned, respectively.
\nDuelists represent the pinnacle of elegant swordplay, parrying blows and countering their opponent’s actions with expert ripostes.
\nSurgical Strike: A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
\nParry: If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
\nSome take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war.
\nLords of the battlefield, fighters are a disparate lot. Some train with many weapons; some prefer just one. Whatever their tactics, fighters excel at combat. They protect their own and defeat their enemies, rarely shying away from battle. They often lead the charge, a role they relish even if they don’t insist on it.
\nThese skilled warriors turn hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Woe to those who dare stand against them.
\nHold the Line strengthens the will of any Extras under the hero’s command, adding +1 to their Toughness.
\nFighters who can keep their cool when everyone else is running for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover} make deadly combatants. A hero with this Edge draws an additional @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} in combat and chooses which to use.
\nTotal Quality: 3
Total Enchantment Cost: 9000
+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nThis curmudgeon is ill-tempered and disagreeable. He has trouble doing anything kind for anyone else, must be paid for services, and doesn’t accept awards or favors graciously. Besides the obvious roleplaying issues, Mean characters subtract 1 from @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} rolls.
\nA character with Frenzy rolls a second Fighting die with any one of his standard Fighting attacks for the turn (extra dice from Frenzy cannot be added to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited actions}). The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
\nMenacing, Night Vision, are Resilient, Size 2. Languages: Giant.
Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} rolls.
\nSome creatures thrive in the darkest depths of the night— or in underground caverns and dungeons. Creatures with night vision ignore all @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalties.
\nSome creatures, such as ogres or dire versions of common animals on Golarion, are tough to put down.
\nResilient Extras can take one @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} before they’re @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated}, Very Resilient Extras can take two. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Cards} can’t be Resilient or Very Resilient. The abilities exist to bring select Extras a little closer to the heroes and villains who lead them.
\nRending: Anyone Shaken or Wounded by an ogre hook attack from a Size 1 or larger creature begins bleeding and must make a Vigor roll as a free action at the beginning of their next turn. Failure causes one Wound and the victim must make another Vigor roll next turn. Success means the victim doesn’t suffer a Wound, but must make a Vigor roll again next turn. A raise stops the bleeding and no further rolls are required from that attack. A successful Healing roll also stops the bleeding.
", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 3, "price": 0, "equippable": false, "equipStatus": 4, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "Fighting", "traitMod": "" }, "bonusDamageDie": 6, "bonusDamageDice": 1, "favorite": true, "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false }, "category": "", "grants": [ { "name": "Rending", "img": "icons/skills/wounds/blood-spurt-spray-red.webp", "uuid": "Compendium.mb-pfsw-kingmaker.swpf-abilities.Item.8uCm1JhzkLtU0d6D", "mutation": {} } ], "grantOn": 2, "damage": "@str+d10", "range": "", "rof": 1, "ap": 3, "parry": 0, "minStr": "d10", "shots": 0, "currentShots": 0, "ammo": "", "reloadType": "none", "ppReloadCost": 2, "trademark": 0, "isHeavyWeapon": false, "source": "" }, "effects": [], "folder": null, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "Compendium.mb-pfsw-kingmaker.swpf-items.Item.NBx0fHMhVYkFl4Yh" }, "swade": { "hasGranted": [ "o9CpOLHkPvufwmOW" ] } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690171224569, "modifiedTime": 1690172741470, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" }, "_id": "7qwwNTBwk0FosLOL", "sort": 0 }, { "name": "Rending", "type": "action", "img": "icons/skills/wounds/blood-spurt-spray-red.webp", "system": { "description": "Rending: Anyone Shaken or Wounded by a Rending attack from a Size 1 or larger creature begins bleeding and must make a Vigor roll as a free action at the beginning of their next turn. Failure causes one Wound and the victim must make another Vigor roll next turn. Success means the victim doesn’t suffer a Wound, but must make a Vigor roll again next turn. A raise stops the bleeding and no further rolls are required from that attack. A successful Healing roll also stops the bleeding.
", "notes": "", "additionalStats": {}, "actions": { "dmgMod": "", "additional": { "vYs4EKsj": { "name": "Resist Rending (Vigor)", "type": "resist", "isHeavyWeapon": false } }, "trait": "", "traitMod": "" }, "favorite": false, "category": "", "source": "", "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false } }, "effects": [], "folder": null, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": {} }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690171610450, "modifiedTime": 1690173023559, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" }, "_id": "o9CpOLHkPvufwmOW", "sort": 0 }, { "_id": "izUtxmuJ56Pzsoy4", "effects": [ { "icon": "systems/swade/assets/icons/active-effect.svg", "duration": { "rounds": null, "startTime": 63430819327, "seconds": null, "combat": null, "turns": null, "startRound": null, "startTurn": null }, "flags": { "swade": { "expiration": null } }, "changes": [ { "key": "system.stats.globalMods.trait", "mode": 2, "value": "-6", "priority": null } ], "transfer": true, "name": "Blinded (tasks requiring vision)", "_id": "pWkcZFcBzHUvm6PF", "disabled": false, "description": "", "origin": null, "statuses": [] } ], "flags": { "cf": { "color": "#a41e1e", "id": "temp_22x2gi8x8nf", "path": "Hindrances" }, "core": { "sourceId": "Compendium.world.swpf-hindrances.Bdp2MhHB6h9iQVcO" }, "swade": { "hasGranted": [] } }, "folder": null, "img": "modules/swpf-core-rules/assets/icons/Pathfinder_Icons_Hindrance.webp", "name": "Blind", "sort": 0, "type": "hindrance", "system": { "description": "The individual is completely without sight, and suffers a −6 to all physical tasks that require vision (GM’s call). On the plus side, Blind characters gain their choice of a free @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edge} to compensate for this particularly difficult Hindrance.
\n\n Ogres are foul creatures known for their cruelty and viciousness. They havelong arms, muscular torsos, and stumpy legs that seem far too short fortheir tall frames. Their small eyes and large toothsome mouths give them anodious countenance.\n
\n\n These tribal giantkind live in caves throughout Golarion’s mountain ranges.Ogres stand upwards of 10 feet tall and weigh roughly 650 pounds. They aremore common in untamed areas, especially in the wilds of Varisia andAvistan. Ogre tribes value strength, fertility, and hunting prowess aboveall else. Many ogre societies worship Lamashtu.\n
Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nSome heroes are able to face down multiple enemies at once.
\nAs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited action}, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach} at a −2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nNote: Some creatures have the Sweep Edge even though they don't have two handed weapons. In their case their size, lanky limbs, or other advantages allow them to make Sweep attacks.
\nFire.
Cold.
Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
15' tall, +1 Wound. Languages: Common, Giant.
\n These giants usually have frosty-white or icy-blue skin and long braidedhair. They are 15 feet tall and weigh almost 2,800 pounds. They dwell in thecoldest environments of Golarion, such as the northern reaches of Avistanand the Crown of the World. Their lairs typically include pets such aswinter wolves, young white dragons, and mammoths.\n
\n\n Frost giants are feared by other humanoids because of their Battle lust andhabit of taking captives. These giants survive by hunting, foraging, andraiding for supplies and slaves. They perceive other peoples purely ascommodities.\n
\n\n They prefer to ambush their prey, throwing heavy rocks from afar or startingan avalanche before engaging with their greataxes. Impervious to cold, somefrost giants wear nothing more than animal skins, although warriors oftendon chain shirts and decorative helmets of their own design.\n
Nishkiv will attempt a multi action, first using an Intimidation Test to try to make his opponent Vulnerable, before swooping in to attack and hopefully getting his |Sneak Attack damage.
Humans possess exceptional drive and ambition. They demonstrate a great capacity to endure hardships, as well as a penchant for expanding their territories. Humanity is often characterized by its tumultuousness and diversity; cultures range from small, nomadic tribes to peaceful agrarian villages and vast cosmopolitan (even decadent) cities and kingdoms.
\nThe physical characteristics of humans are as varied as the world’s climes. From dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features.
\nLanguages: Common.
\nAge Range: Adult 17, old age 53, max age 70-110
\nHuman Males: Height 5'-6'6 and weight 130-220 (Average 5'9\" , 175 lb).
\nHuman Females: Height 4'7\"-6'1\" and weight 95-185 (Average 5'4\", 140 lb).
\nLife is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they tend to prepare for everything. Out of necessity, they become adept manipulators, agile acrobats, or shadowy stalkers. They are thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, or explorers and investigators.
\nAlthough many rogues favor the opportunities of towns and cities, some embrace life on the road. They wander from place to place, meeting exotic people and facing fantastic danger in pursuit of endless riches. In the end, all rogues desire to shape their fates and live life on their own terms.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nLockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps, and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
\nIf used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} opens or disables the device, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
\nSleight of hand, hiding or planting an item, or picking a pocket require a simple success. If foes are actively watching the character, Thievery is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed} by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}.
\nThe Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a −4 penalty, while hiding a dagger in bulky winter clothing might grant a +2 bonus. Failure typically means the character is spotted or it takes too much time (after which the character can try again). A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nWhen a character withdraws from melee, adjacent attackers get a free @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting} attack against him (see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Withdrawing From Melee}). This is a very dangerous proposition for most, but not your wily champion. When moving away from adjacent foes, one of them (player’s choice), doesn’t get his free Fighting attack.
\nYour hero never takes prisoners unless under the direct supervision of a superior. This cold-blooded ruthlessness causes enemies to respond in kind, which often costs vital information, creates constant enemies, and may get the hero (and companions) in trouble with superiors or the authorities.
\nThis curmudgeon is ill-tempered and disagreeable. He has trouble doing anything kind for anyone else, must be paid for services, and doesn’t accept awards or favors graciously. Besides the obvious roleplaying issues, Mean characters subtract 1 from @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} rolls.
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nSome heroes are able to face down multiple enemies at once.
\nAs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited action}, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach} at a −2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nNote: Some creatures have the Sweep Edge even though they don't have two handed weapons. In their case their size, lanky limbs, or other advantages allow them to make Sweep attacks.
\nFire.
Cold.
Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
15' tall, +1 Wound. Languages: Common, Giant.
\n These giants usually have frosty-white or icy-blue skin and long braidedhair. They are 15 feet tall and weigh almost 2,800 pounds. They dwell in thecoldest environments of Golarion, such as the northern reaches of Avistanand the Crown of the World. Their lairs typically include pets such aswinter wolves, young white dragons, and mammoths.\n
\n\n Frost giants are feared by other humanoids because of their Battle lust andhabit of taking captives. These giants survive by hunting, foraging, andraiding for supplies and slaves. They perceive other peoples purely ascommodities.\n
\n\n They prefer to ambush their prey, throwing heavy rocks from afar or startingan avalanche before engaging with their greataxes. Impervious to cold, somefrost giants wear nothing more than animal skins, although warriors oftendon chain shirts and decorative helmets of their own design.\n
Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nCommand is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit or Vigor rolls when attempting to recover from being Shaken or Stunned, respectively.
\nA simple phrase uttered by a great leader can sometimes have momentous results. A commander with this ability can inspire his troops to bloody fervor.
\nExtras in range add +1 to their Fighting damage rolls.
\n(MINOR OR MAJOR)
\nThese fanatics will do most anything to accomplish their goals. As a Major Hindrance, Ruthless characters are willing to harm anyone who gets in the way. As a Minor Hindrance, these heroes stop short of true harm to anyone except those who directly oppose them.
\nThere’s nothing out there your hero can’t defeat. At least that’s what she thinks. She believes she can do most anything and never wants to retreat from a challenge. She's not suicidal, but certainly takes on more than common sense dictates.
\nQuick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01makingcharac00]{Characters} with both the @Compendium[swpf-core-rules.swpf-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
\nSome heroes are able to face down multiple enemies at once.
\nAs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited action}, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach} at a −2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nNote: Some creatures have the Sweep Edge even though they don't have two handed weapons. In their case their size, lanky limbs, or other advantages allow them to make Sweep attacks.
\nTotal Quality: 2
Total Enchantment Cost: 7000
+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nSurvival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nMore detailed information on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hunger} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Thirst} can be found under @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}.
\nTracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} and cannot run while tracking a foe.
\nThe Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
\nThese lenses of forest-green alchemically treated glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a free reroll on Survival checks for Tracking.
", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 0, "price": 60, "equippable": true, "equipStatus": 3, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "category": "", "grants": [], "grantOn": 1, "isAmmo": false, "source": "" }, "effects": [], "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "Item.IACX4aIYzCrq4cXL" } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1691359880098, "modifiedTime": 1691360562129, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Jade and pearl necklace", "type": "gear", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 0, "price": 20, "equippable": false, "equipStatus": 1, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "category": "", "grants": [], "grantOn": 1, "isAmmo": false, "source": "" }, "_id": "v7YghSqNHcw8izcd", "img": "icons/equipment/neck/amulet-round-faceted-green.webp", "effects": [], "folder": null, "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "swade": { "hasGranted": [] } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1691360583495, "modifiedTime": 1691360703669, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Silver ring", "type": "gear", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 0, "price": 30, "equippable": false, "equipStatus": 1, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "category": "", "grants": [], "grantOn": 1, "isAmmo": false, "source": "" }, "_id": "lWKeoxDVlOuQqh9Q", "img": "icons/equipment/finger/ring-band-engraved-silver.webp", "effects": [], "folder": null, "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "swade": { "hasGranted": [] } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1691360668861, "modifiedTime": 1691360697022, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "effects": [], "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1691350618172, "modifiedTime": 1691360777364, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Vragnar", "type": "npc", "img": "modules/mb-pfsw-kingmaker/assets/tokens/generic/giant_frostgiant_portrait.webp", "items": [ { "type": "skill", "name": "Athletics", "_id": "6sgn2m6ccunaivlm", "img": "systems/swade/assets/icons/skills/jump-across.svg", "effects": [], "folder": null, "sort": 0, "flags": {}, "system": { "description": "Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nSome heroes are able to face down multiple enemies at once.
\nAs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited action}, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach} at a −2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nNote: Some creatures have the Sweep Edge even though they don't have two handed weapons. In their case their size, lanky limbs, or other advantages allow them to make Sweep attacks.
\nFire.
Cold.
Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
15' tall, +1 Wound. Languages: Common, Giant.
\n These giants usually have frosty-white or icy-blue skin and long braidedhair. They are 15 feet tall and weigh almost 2,800 pounds. They dwell in thecoldest environments of Golarion, such as the northern reaches of Avistanand the Crown of the World. Their lairs typically include pets such aswinter wolves, young white dragons, and mammoths.\n
\n\n Frost giants are feared by other humanoids because of their Battle lust andhabit of taking captives. These giants survive by hunting, foraging, andraiding for supplies and slaves. They perceive other peoples purely ascommodities.\n
\n\n They prefer to ambush their prey, throwing heavy rocks from afar or startingan avalanche before engaging with their greataxes. Impervious to cold, somefrost giants wear nothing more than animal skins, although warriors oftendon chain shirts and decorative helmets of their own design.\n
Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nRiding allows a hero to mount, control, and ride any beast or beast-drawn vehicle. This includes horses, camels, dragons, wagons, chariots, and the like. See the rules for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Mounted Combat}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nSurvival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nMore detailed information on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hunger} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Thirst} can be found under @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}.
\nTracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} and cannot run while tracking a foe.
\nThe Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
\nArrows for all types of bows. 20 arrows per 3 lbs.
\nBrutes focus on core strength and fitness over coordination and flexibility. They treat Athletics as linked to Strength instead of Agility for purposes of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01advancement000]{ Advancement}. The character may also resist @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Tests} with Strength if he chooses.
\nFinally, Brutes increase the Short Range of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} is 3/6/12, for example, a Brute’s Range is 4/8/16.
\nFor some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, these brutal souls swear by the creed of conflict. Battle possessed, these savage warriors disdain the life of the professional guard or soldier. They seek to fight for the sake of the act itself.
\nKnown as barbarians, these warmongers know little of tactics, preparation, or the rules of warfare. For them, only the moment exists. They embrace the possibility that the next battle might hold their death. Within the barbarian’s heart beats the primal spirit of struggle. Those who face their rage, beware.
\nYour hero never takes prisoners unless under the direct supervision of a superior. This cold-blooded ruthlessness causes enemies to respond in kind, which often costs vital information, creates constant enemies, and may get the hero (and companions) in trouble with superiors or the authorities.
\nHaving a death wish doesn’t mean an adventurer is suicidal — he might just think his life is worth less than some noble but clearly deadly goal.
\nThose with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything — and take any risk — to achieve it.
\nIt’s said fools and their money are soon parted. Your hero is one of them. The character starts with half the usual starting funds and just can’t seem to hang on to funds acquired after play begins. In general, the character halves the total funds every game week.
\nBiped creatures, with a human-like head, torso and limbs. Humanoids usually possess language and form cultures.
\nHumans possess exceptional drive and ambition. They demonstrate a great capacity to endure hardships, as well as a penchant for expanding their territories. Humanity is often characterized by its tumultuousness and diversity; cultures range from small, nomadic tribes to peaceful agrarian villages and vast cosmopolitan (even decadent) cities and kingdoms.
\nThe physical characteristics of humans are as varied as the world’s climes. From dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features.
\nLanguages: Common.
\nAge Range: Adult 17, old age 53, max age 70-110
\nHuman Males: Height 5'-6'6 and weight 130-220 (Average 5'9\" , 175 lb).
\nHuman Females: Height 4'7\"-6'1\" and weight 95-185 (Average 5'4\", 140 lb).
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nHeroes often fight with objects that aren’t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.
\nCharacters with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{improvised weapons} count as armed but subtract 2 from attack rolls. Range, damage and Minimum Strength are determined by type:
\nThe GM should adjust the damage and other factors as makes sense for the particular item.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{See Situational Rules for more details}
\nAlchemy is a new arcane skill for the Alchemist Class Edge (see page 38).
", "notes": "", "additionalStats": {}, "attribute": "smarts", "isCoreSkill": false, "die": { "sides": 8, "modifier": 0 }, "wild-die": { "sides": 6 }, "source": "" }, "_id": "H10Htdqvm35lZH4T", "img": "icons/skills/toxins/bottle-open-vapors-pink.webp", "effects": [], "folder": null, "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1691640348357, "modifiedTime": 1691640421633, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "00sranov47TrrzZ7", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_f2qw5uht4h", "path": "Magic Items#/CF_SEP/Potions" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.ZiabAqdSvyA0TLOI" }, "item-piles": { "item": { "notForSale": false } } }, "folder": null, "img": "icons/consumables/potions/bottle-bulb-corked-glowing-red.webp", "name": "Potion of Minor Healing", "sort": 0, "type": "consumable", "system": { "description": "See power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection} with the Environmental Resistance modifier (Fire).
Potions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
An individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
A potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
Craft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
See power: @Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection} with the Environmental Resistance modifier (Cold).
Potions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
An individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
A potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
Craft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
With a manner like a nervous bird or a jittery child, Bokken’s speech is swift and clipped, as if he’s eager to finish every conversation he starts.
" }, "version": "2.7.8" } }, "system": { "attributes": { "agility": { "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } }, "smarts": { "die": { "sides": 8, "modifier": 0 }, "wild-die": { "sides": 6 }, "animal": false }, "spirit": { "unShakeBonus": 0, "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } }, "strength": { "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 }, "encumbranceSteps": 0 }, "vigor": { "unStunBonus": 0, "soakBonus": 0, "bleedOut": { "modifier": 0, "ignoreWounds": false }, "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } } }, "stats": { "speed": { "runningDie": 6, "runningMod": 0, "value": 6 }, "toughness": { "value": 5, "armor": 0, "modifier": 0 }, "parry": { "value": 4, "modifier": 0, "shield": 0 }, "size": 0 }, "details": { "autoCalcToughness": true, "autoCalcParry": true, "archetype": "", "appearance": "With a manner like a nervous bird or a jittery child, Bokken’s speech is swift and clipped, as if he’s eager to finish every conversation he starts. Yet Bokken is no hater of gold, and his eagerness to sell his potions is well known to many travelers in the area.
", "notes": "", "goals": "", "biography": { "value": "" }, "species": { "name": "" }, "currency": 500, "wealth": { "die": 6, "modifier": 0, "wild-die": 6 }, "conviction": { "value": 0, "active": false } }, "powerPoints": { "general": { "value": 0, "max": 0 } }, "fatigue": { "value": 0, "max": 2, "ignored": 0 }, "wounds": { "value": 0, "max": 0, "ignored": 0 }, "woundsOrFatigue": { "ignored": 0 }, "advances": { "mode": "expanded", "value": 0, "rank": "Novice", "details": "", "list": [] }, "bennies": { "value": 4, "max": 3 }, "status": { "isShaken": false, "isDistracted": false, "isVulnerable": false, "isStunned": false, "isEntangled": false, "isBound": false, "isIncapacitated": false }, "initiative": { "hasHesitant": false, "hasLevelHeaded": false, "hasImpLevelHeaded": false, "hasQuick": false }, "additionalStats": {}, "wildcard": false }, "ownership": { "default": 0, "7ntJSLixH2Phv2jV": 3, "Aqnn9hCDQPbyTWiq": 3 }, "prototypeToken": { "name": "Bokken", "displayName": 20, "actorLink": false, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": -1, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "flags": { "tagger": { "tags": "" } }, "randomImg": false, "light": { "alpha": 0.25, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "speed": 5, "intensity": 5, "type": null, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null, "attenuation": 0.5 }, "texture": { "src": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Bokken.webp", "tint": null, "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0 }, "sight": { "angle": 360, "enabled": false, "range": 0, "brightness": 1, "visionMode": "basic", "attenuation": 0.1, "saturation": 0, "contrast": 0, "color": null }, "appendNumber": true, "prependAdjective": false, "detectionModes": [] }, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1689027043310, "modifiedTime": 1691644012245, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "BRMsQ8XekLQ6puF5", "name": "Hannis Drelev", "type": "npc", "_id": "w8QdKevBrEoYvVQd", "img": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Hannis_Drelev_portrait.webp", "system": { "attributes": { "agility": { "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } }, "smarts": { "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 }, "animal": false }, "spirit": { "unShakeBonus": 0, "die": { "sides": 4, "modifier": 0 }, "wild-die": { "sides": 6 } }, "strength": { "die": { "sides": 8, "modifier": 0 }, "wild-die": { "sides": 6 }, "encumbranceSteps": 0 }, "vigor": { "unStunBonus": 0, "soakBonus": 0, "bleedOut": { "modifier": 0, "ignoreWounds": false }, "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } } }, "stats": { "speed": { "runningDie": 6, "runningMod": 0, "value": 6 }, "toughness": { "value": 0, "armor": 0, "modifier": 0 }, "parry": { "value": 0, "modifier": 0, "shield": 0 }, "size": 0 }, "details": { "autoCalcToughness": true, "autoCalcParry": true, "archetype": "", "appearance": "Hannis Drelev is a charismatic man who nevertheless can be caught with a sneer on his face in unguarded moments.
", "notes": "", "goals": "", "biography": { "value": "" }, "species": { "name": "" }, "currency": 0, "wealth": { "die": 6, "modifier": 0, "wild-die": 6 }, "conviction": { "value": 0, "active": false } }, "powerPoints": { "general": { "value": 0, "max": 0 } }, "fatigue": { "value": 0, "max": 2, "ignored": 0 }, "wounds": { "value": 0, "max": 0, "ignored": 0 }, "woundsOrFatigue": { "ignored": 0 }, "advances": { "mode": "expanded", "value": 0, "rank": "Novice", "details": "", "list": [] }, "bennies": { "value": 3, "max": 3 }, "status": { "isShaken": false, "isDistracted": false, "isVulnerable": false, "isStunned": false, "isEntangled": false, "isBound": false, "isIncapacitated": false }, "initiative": { "hasHesitant": false, "hasLevelHeaded": false, "hasImpLevelHeaded": false, "hasQuick": false }, "additionalStats": { "languages": { "label": "Languages", "dtype": "String", "hasMaxValue": false, "value": "" } }, "wildcard": true }, "prototypeToken": { "name": "Hannis Drelev", "displayName": 20, "actorLink": true, "appendNumber": true, "prependAdjective": false, "texture": { "src": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Hannis_Drelev.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": 0, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "light": { "alpha": 0.5, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "attenuation": 0.5, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "type": null, "speed": 5, "intensity": 5, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null }, "sight": { "enabled": false, "range": 0, "angle": 360, "visionMode": "basic", "color": null, "attenuation": 0.1, "brightness": 0, "saturation": 0, "contrast": 0 }, "detectionModes": [], "flags": { "tagger": { "tags": "" } }, "randomImg": false }, "items": [ { "_id": "FAAOb33milybi4RV", "effects": [], "flags": { "core": { "sourceId": "Compendium.world.swpf-edges.t9CHSlLks9nQ8lIv" }, "swade": { "hasGranted": [] } }, "folder": null, "img": "modules/swpf-core-rules/assets/icons/Pathfinder_Icons_Edge.webp", "name": "Charismatic", "sort": 0, "type": "edge", "system": { "description": "Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} rolls.
\nTotal Quality: 3
Total Enchantment Cost: 8000
Armor and shields reduce the Minimum Strength requirement by one die type, to a minimum of d4.
\nShields cost an extra 300 gp, while armor costs an extra 150 gp per piece.
\nTotal Quality: 5
Total Enchantment Cost: 23000
+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nQuick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01makingcharac00]{Characters} with both the @Compendium[swpf-core-rules.swpf-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nBattle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nThere’s nothing out there your hero can’t defeat. At least that’s what she thinks. She believes she can do most anything and never wants to retreat from a challenge. She's not suicidal, but certainly takes on more than common sense dictates.
\nSome take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war.
\nLords of the battlefield, fighters are a disparate lot. Some train with many weapons; some prefer just one. Whatever their tactics, fighters excel at combat. They protect their own and defeat their enemies, rarely shying away from battle. They often lead the charge, a role they relish even if they don’t insist on it.
\nThese skilled warriors turn hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Woe to those who dare stand against them.
\nDuelists represent the pinnacle of elegant swordplay, parrying blows and countering their opponent’s actions with expert ripostes.
\nSurgical Strike: A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
\nParry: If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
\nSome creatures on Golarion possess the extraordinary ability to see without a light source. Creatures with this ability ignore penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} up to 10″ (20 yards).
\nSome creatures on Golarion possess the extraordinary ability to see without a light source. Creatures with this ability ignore penalties for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} up to 10″ (20 yards).
\nDwarves are a stern and hardy folk, ensconced in cities carved from the hearts of mountains. A proud, warlike people, dwarves remain determined to repel the depredations of their ancestral enemies. They tolerate “frail” peoples, @Compendium[swpf-core-rules.swpf-abilities.Elf]{(elves}, @Compendium[swpf-core-rules.swpf-abilities.Gnome]{gnomes} and @Compendium[swpf-core-rules.swpf-abilities.Halfling]{halflings}) while they often bond with @Compendium[swpf-core-rules.swpf-abilities.Human]{humans}, whose industrious nature comes closest to dwarven ideals.
\nShort and stocky, dwarves stand a foot or two shorter than most humans. Male and female dwarves pride themselves on the length of their hair. Men often decorate their beards with clasps and intricate braids. A clean shaven male dwarf is a sure sign of madness.
\nLanguages: Common and Dwarven.
\nAge Range: Adult 45, old age 188, max age 250-450.
\nDwarf Males: Height 3'11-4'5 and weight 164-206 (Average 4'2\" , 185 lbs).
\nDwarf Females: Height: 3'9\"-4'3\" and weight 134-176 (Average 4'0\", 165 lbs).
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\n@Compendium[swpf-core-rules.swpf-edges.Cleric]{Clerics} and @Compendium[swpf-core-rules.swpf-edges.Druid]{druids} use Faith as the arcane skill required for their @Compendium[swpf-core-rules.swpf-edges.Arcane Background (Miracles)]{Arcane Backgrounds}.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nHaving a death wish doesn’t mean an adventurer is suicidal — he might just think his life is worth less than some noble but clearly deadly goal.
\nThose with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything — and take any risk — to achieve it.
\n(MINOR OR MAJOR)
\nA @Compendium[swpf-core-rules.swpf-hindrances.Vow]{vow} is a commitment to others — driven characters want something for themselves. It may be to protect the realm, prove you’re the best knucklebones player in the kingdom, or the best equestrian on Golarion.
\nThe Minor version shapes the character and influences decisions but either happens rarely or is fairly harmless. As a Major Hindrance it’s an overriding desire that comes up frequently or causes peril for the hero and companions.
\n(MINOR OR MAJOR)
\nThe character has sworn an oath to someone or something they believe in.
\nThe danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. A Minor Vow might be to serve an order with a broad mandate that rarely conflicts with the party’s goals.
\nA Major Vow makes long-term and frequent demands on the servant’s time and results in great risks to his life.
\nIn faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests provide for the spiritual needs of their people. More than mere preachers, clerics serve as emissaries of their gods.
\nWhile clerics of different faiths share similar abilities, they are as different from one another as the divinities they serve. Some offer healing and redemption, others judge law and truth, and still others spread conflict and corruption.
\nSee power @Compendium[swpf-core-rules.swpf-powers.Blind]{here}.
\nRank: Novice
\nPower Points: 2
\nRange: Smarts
\nDuration: Instant
\nSchool: Necromancy
\n\nTrappings: Bright flash of light, sand in eyes, confusion.\n
\n\n Those affected by this malicious power suffer blurred vision or\n near-complete blindness with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.\n
\n\n Success means the victim suffers a −2 penalty to all actions involving\n sight, or −4 with a raise.\n
\n\n The victim automatically tries to shake off the effect with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll as\n a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of his following turns. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} removes 2 points of penalties, and a raise removes the effect entirely.\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nSee power @Compendium[swpf-core-rules.swpf-powers.Fear]{here}.
\nRank: Novice
\nPower Points: 2
\nRange: Smarts
\nDuration: Instant
\nSchool: Necromancy
\nTrappings: Eldritch energy, cold chills.
\n\n This power causes overwhelming dread and horror. The target makes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04fear0000000000]{Fear}\n check. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} who fail are Panicked and Wild Cards roll on the\n @Compendium[swpf-core-rules.swpf-tables.Fear]{Fear Table}. If the power is cast with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the Fear\n roll is at −2 and Wild Cards add +2 to Fear Table results.\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nSee power @Compendium[swpf-core-rules.swpf-powers.Healing]{here}.
\nRank: Novice
\nPower Points: 3
\nRange: Touch
\nDuration: Instant
\nSchool: Conjuration
\n\nTrappings: Laying on hands, touching the victim with a holy\n symbol, prayer.\n
\n\nHealing removes @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds} less than an hour old. A success removes one\n Wound, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} removes two. The power may be cast additional times to\n remove additional Wounds within that hour and as long as the healer has\n enough @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points}.\n
\n\n For Extras, the GM must first determine if the ally is still alive (see\n @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03healing0000000]{Aftermath}). If so, a successful arcane skill roll\n returns the ally to action (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} if it matters.)\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nIgnores shield bonus, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{two hands}.
\nLow Light Vision ignores penalties for Dim and Dark @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} (but not Pitch Darkness).
\nLow Light Vision ignores penalties for Dim and Dark @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} (but not Pitch Darkness).
\nThe long-lived elves are children of the natural world, superficially similar to fey creatures and yet distinct in important ways. Elves value their privacy and traditions. Although they are often slow to make friends, once an outsider is accepted as a comrade, such alliances can last for generations. Elves distrust @Compendium[swpf-core-rules.swpf-abilities.Half-Orc]{half-orcs} and display a fascination with @Compendium[swpf-core-rules.swpf-abilities.Human]{humans}, while remaining mostly indifferent to other peoples.
\nElves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, elves are born more graceful than humans, though somewhat slighter. Elves are known for their patience and affinity for magic.
\nLanguages: Common and Elven.
\nAge Range: Adult 115, old age, 263, max age 350-750.
\nElf Males: Height 5'6-6'8 and weight 116-158 (Average 6'1\" , 127 lbs).
\nElf Females: Height 5'6\"-6'4\" and weight 96-126 (Average 6'1\", 117 lbs).
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nHealing has multiple uses, from treating Wounds to diagnosing diseases and analyzing certain kinds of forensic evidence.
\nSee the rules on mending and treating @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds}, and treatment of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{disease} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{poison}.
\nHealing can also be used to analyze evidence that relates to anatomical trauma, including cause of death and approximate time, a general angle of attack, and similar matters. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} provides basic information and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} increases the details uncovered.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nTaunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.
\nTaunt is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Smarts}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}.
\nOut of combat, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} means the defender backs down, slinks away, or starts a fight. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might leave the victim cowed for the remainder of the encounter, cause them to storm out in tears, or even make a reckless attack.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the Taunt means the target is immune to this character’s Taunts for the remainder of the encounter.
\nOnce per round, as long as he’s not @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}, the hero gets a free Fighting attack against a foe immediately after he moves into @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach}. (See Free Attacks @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{here}).
\nSome heroes are able to face down multiple enemies at once.
\nAs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited action}, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach} at a −2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nNote: Some creatures have the Sweep Edge even though they don't have two handed weapons. In their case their size, lanky limbs, or other advantages allow them to make Sweep attacks.
\nThe character has pleased Urgothoa in some way and has risen after death as an undead version of their former self.
They do not age or sleep, but they still need daily rest or suffer the effects of Fatigue. The Undead special ability applies, except that they are harmed by magical healing and make natural healing rolls at -2. The healing skill applies normally. They are sensitive to light and suffer a -1 on Trait rolls in bright light. They gain Night Vision
", "notes": "", "additionalStats": {}, "favorite": false, "category": "", "isArcaneBackground": false, "requirements": { "value": "Special" }, "grants": [ { "name": "Undead (Type)", "img": "systems/swade/assets/icons/ability.svg", "uuid": "Compendium.swpf-bestiary.swpf-bestiary-abilities.Item.bUpCcGpDs4Dzwwyd", "mutation": {} }, { "name": "Undead", "img": "systems/swade/assets/icons/ability.svg", "uuid": "Compendium.swpf-core-rules.swpf-abilities.Item.3BzUgHdy4vDnZcBH", "mutation": {} } ], "source": "" }, "effects": [ { "icon": "icons/magic/light/explosion-star-glow-blue.webp", "duration": { "rounds": null, "startTime": 63430819327, "seconds": null, "combat": null, "turns": null, "startRound": null, "startTurn": null }, "flags": { "swade": { "expiration": null, "loseTurnOnHold": false } }, "changes": [ { "key": "system.stats.globalMods.trait", "mode": 2, "value": "-1", "priority": null } ], "transfer": true, "name": "Light Sensitive (in bright light)", "_id": "zzfvcSywLEBcfaWY", "disabled": true, "description": "", "origin": null, "statuses": [], "tint": null } ], "folder": null, "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "Item.7e7zNizD5Ofk7doy" }, "swade": { "hasGranted": [ "7r1zaqSHxFBSeZGn", "uVQ0xko6cfBBkSyG" ] } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.305", "createdTime": 1689656890888, "modifiedTime": 1689657476099, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "7r1zaqSHxFBSeZGn", "name": "Undead (Type)", "type": "ability", "img": "systems/swade/assets/icons/ability.svg", "effects": [], "folder": null, "sort": 0, "flags": { "cf": { "id": "temp_rwu1x7vfmnk", "path": "Special Abilities#/CF_SEP/Types", "color": "#000000" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-abilities.bUpCcGpDs4Dzwwyd" } }, "system": { "description": "A once-living creature reanimated by magical or supernatural force.
\nZombies, skeletons, and similar physical horrors are particularly difficult to destroy. In most cases, undead creatures are Evil, but there are exceptions. Below are the benefits of being such an abomination.
\nArrogant heroes don’t think they are the best — they know it. Whether it’s swordsmanship, oration or painting, these characters flaunt their prowess every chance they get.
\nWinning isn’t enough for this champion. She wants to dominate opponents and prove there’s no one better. Arrogant individuals look for the greatest threat in battle, taking on lesser minions only because they’re in the way.
\n(MINOR OR MAJOR)
\nThese fanatics will do most anything to accomplish their goals. As a Major Hindrance, Ruthless characters are willing to harm anyone who gets in the way. As a Minor Hindrance, these heroes stop short of true harm to anyone except those who directly oppose them.
\nNotes: Rudimentary medical equipment including salves and dressings. (-1 healing w/o) @Compendium[swpf-core-rules.swpf-gear.Healer’s Kit]{Healer’s kit}.
\nThe adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
\nHe draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
\nHalflings are small, nimble people with fuzzy brown or black hair on their heads and feet. Their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them a match for creatures twice their size. Halflings see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path. They possess a strong sense of humor, curiosity, and bravado— qualities which lead some halflings to lives of adventure.
\nHalflings prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused.
\nLanguages: Common and Halfling.
\nAge Range: Adult 22, old age 75, max age100-200.
\nHalfling Males: Height 2'10-3'4 and weight 32-38 (Average 3'1\" , 35 lbs).
\nHalfling Females: Height 2'8\"-3'2\" and weight 27-33 (Average 2'11\", 30 lbs).
\nAcademics reflects knowledge of the arts, history, archaeology, religion, and similar fields, or the ability to find that information. If an explorer wants to research when the Imperial Calendar began or cite a line from Azvadeva Pujila, or use his linguistic expertise to decipher a dead language, this is the skill to have.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nOccult reflects knowledge and experience of magical and supernatural events, processes, items, and creatures.
\nIt can be used to decipher glyphs, recall information about Golarion's monsters, recall cures for supernatural maladies like lycanthropy or vampirism, and so on.
\nFinding information in a library, a wizard’s lair, or in an old dusty tome uses the Academics skill. If the investigator’s Occult skill is higher, she may use that instead. See @Compendium[swpf-core-rules.swpf-skills.Academics]{Academics}.
\nSome esoteric information will be familiar to people with certain skills. If the situation warrants (and with the GM's permission), you may substitute @Compendium[swpf-core-rules.swpf-skills.Faith]{Faith} or @Compendium[swpf-core-rules.swpf-skills.Spellcasting]{Spellcasting} in place of Occult.
\nA good entertainer can lift spirits, rally a crowd to action, or simply earn a few coins from the locals. Specifics depend on the situation, setting, and how well the character is known in the area.
\nPerformance covers singing, acting, playing an instrument, or similar tasks that require an audience to appreciate. It is also the arcane skill used by bards.
\nRaising Funds: The amount of money a character can raise by performing is extremely subjective, but as a general rule a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} performance earns 50 gp × the character's Rank (Novice 1, Seasoned 2, 3 for Veteran, 4 for Heroic, and 5 for Legendary). A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} doubles the amount earned.
\nIf the performer has built up a solid reputation in the area or the venue is particularly large, the GM should increase the base gp value appropriately.
\nDeception: Performance can be used instead of @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} if the character is attempting to deceive, bluff, or disguise herself and the GM agrees it makes sense in the context of the situation.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nLockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps, and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
\nIf used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} opens or disables the device, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
\nSleight of hand, hiding or planting an item, or picking a pocket require a simple success. If foes are actively watching the character, Thievery is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed} by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}.
\nThe Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a −4 penalty, while hiding a dagger in bulky winter clothing might grant a +2 bonus. Failure typically means the character is spotted or it takes too much time (after which the character can try again). A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
\nNotes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. A one-handed, pistol-like crossbow.
\nIt killed the cat, and it might kill your hero as well. Curious characters stick their nose in others' business and always want to know what’s behind a potential mystery or secret.
\nThis stalwart defender risks her life for friends without hesitation. Some Loyal heroes may not act very nice, but are the first to come to their friends’ rescue when they’re threatened.
\nYour milquetoast just isn’t threatening. Maybe the hero is a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, the character subtracts 2 when making @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} rolls.
\nThe bards of Golarion bring epic tales of heroism and tragedy to the people. Many are renowned far and wide for their talents, but few realize how crucial they are to parties of brave adventurers. They bolster their allies in dire circumstances, beguile their enemies, and often battle evil with a sword in one hand and a lute in the other.
\nBards cast spells by singing, reciting poetry, or reciting epic tales. They are usually erudite individuals, traveling the land to learn bawdy songs, great histories, and epic legends.
\nAllies must be able to hear the bard to benefit from his various abilities.
\nLearned professors, devoted students, and amateur enthusiasts spend great amounts of time and energy studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
\nPick any one of the following skills: @Compendium[swpf-core-rules.swpf-skills.Academics]{Academics}, Battle, @Compendium[swpf-core-rules.swpf-skills.Occult]{Occult}, @Compendium[swpf-core-rules.swpf-skills.Science]{Science}, or a Smarts-based “knowledge”-type skill allowed in your game, and add +2 to the total whenever they’re used.
\nThis Edge may be taken more than once if applied to different skills.
\nSee power @Compendium[swpf-core-rules.swpf-powers.Boost/Lower Trait]{here}.
\nRank: Novice
\nPower Points: 2
\nRange: Smarts
\n\nDuration: 5 (boost); Instant\n (lower)\n
\nSchool: Transmutation (boost); Necromancy
\nTrappings: Physical change, glowing aura, potions.
\n\n This power allows a character to increase or decrease a target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traits00000000]{Trait}\n (attribute or skill).\n
\n\nBoosting an ally’s Trait increases the selected Trait one die type,\n or two with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.\n
\n\nLowering an enemy’s Trait has a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{Duration} of Instant and lowers the\n selected attribute or skill a die type with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success}, or two with a raise (to\n a minimum of d4). A victim automatically tries to shake off the effect with\n a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.\n
\n\n Additional castings don’t stack on a single Trait (take the highest), but\n may affect different Traits.\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nSee power @Compendium[swpf-core-rules.swpf-powers.Fear]{here}.
\nRank: Novice
\nPower Points: 2
\nRange: Smarts
\nDuration: Instant
\nSchool: Necromancy
\nTrappings: Eldritch energy, cold chills.
\n\n This power causes overwhelming dread and horror. The target makes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04fear0000000000]{Fear}\n check. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} who fail are Panicked and Wild Cards roll on the\n @Compendium[swpf-core-rules.swpf-tables.Fear]{Fear Table}. If the power is cast with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the Fear\n roll is at −2 and Wild Cards add +2 to Fear Table results.\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nSee power @Compendium[swpf-core-rules.swpf-powers.Illusion]{here}.
\nRank: Novice
\nPower Points: 3
\nRange: Smarts
\nDuration: 5
\nSchool: Illusion
\n\nTrappings: Magical spells, holograms, “ethereal\n materializers.”\n
\n\n One of the greatest powers is the ability to create something from nothing—\n even if it’s not real!\n
\n\nIllusion can be used to create a visual scene or replica of most\n anything the caster can imagine, but it is silent, intangible, and incapable\n of affecting the real world. For example, illusionary weapons pass through\n foes, one cannot sit in an illusionary chair, and an illusionary dog has no\n audible bark.\n
\n\n Those who contact an illusion or doubt it’s real make a Smarts roll\n as a free action (at −2 if the power was activated with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}). If\n successful, that individual is no longer subject to this casting.\n
\n\n The GM should make group rolls for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} as they point out the\n illusion’s inconsistencies to each other.\n
\n\n The volume of the illusion must fit within a sphere the size of a\n Medium Blast Template (4″ or eight yards in diameter).\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nUse Performance as Taunt to @UUID[Compendium.swpf-core-rules.swpf-rules.JournalEntry.swpfcore03rules0.JournalEntryPage.03situationalr00#test]{Test} a foe and ignore Repetition.
", "notes": "", "additionalStats": {}, "actions": { "dmgMod": "", "additional": { "zL7udfeh": { "name": "Resist Taunt", "type": "resist", "isHeavyWeapon": false } }, "trait": "Performance", "traitMod": "" }, "favorite": true, "category": "", "source": "", "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false } }, "_id": "Hd6jFbmABpJ9bxH7", "img": "icons/skills/trades/music-singing-voice-blue.webp", "effects": [], "folder": null, "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.305", "createdTime": 1689740071118, "modifiedTime": 1689740611829, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "effects": [], "sort": 700000, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "Actor.hTpsFjpE4RCYTAnO" } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1689027061451, "modifiedTime": 1690170963045, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "BRMsQ8XekLQ6puF5", "name": "Maegar Varn", "type": "npc", "_id": "Roeovc7zTT1I1qSm", "img": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Maegar_Varn_portrait.webp", "system": { "attributes": { "agility": { "die": { "sides": 8, "modifier": 0 }, "wild-die": { "sides": 6 } }, "smarts": { "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 }, "animal": false }, "spirit": { "unShakeBonus": 0, "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } }, "strength": { "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 }, "encumbranceSteps": 0 }, "vigor": { "unStunBonus": 0, "soakBonus": 0, "bleedOut": { "modifier": 0, "ignoreWounds": false }, "die": { "sides": 6, "modifier": 0 }, "wild-die": { "sides": 6 } } }, "stats": { "speed": { "runningDie": 6, "runningMod": 0, "value": 6 }, "toughness": { "value": 0, "armor": 0, "modifier": 0 }, "parry": { "value": 0, "modifier": 0, "shield": 0 }, "size": 0 }, "details": { "autoCalcToughness": true, "autoCalcParry": true, "archetype": "", "appearance": "", "notes": "", "goals": "", "biography": { "value": "" }, "species": { "name": "" }, "currency": 0, "wealth": { "die": 6, "modifier": 0, "wild-die": 6 }, "conviction": { "value": 0, "active": false } }, "powerPoints": { "general": { "value": 0, "max": 0 } }, "fatigue": { "value": 0, "max": 2, "ignored": 0 }, "wounds": { "value": 0, "max": 3, "ignored": 0 }, "woundsOrFatigue": { "ignored": 0 }, "advances": { "mode": "expanded", "value": 0, "rank": "Novice", "details": "", "list": [ { "id": "OIr5CN7Q", "type": 0, "sort": 1, "planned": false, "notes": "Formation Fighter
", "rank": 0 }, { "id": "f6gZ7sNV", "type": 0, "sort": 2, "planned": false, "notes": "Command
", "rank": 0 }, { "id": "Jz7MHT4R", "type": 0, "sort": 3, "planned": false, "notes": "First Strike
", "rank": 0 }, { "id": "Ao6ESwJ1", "type": 0, "sort": 4, "planned": false, "notes": "Duelist
", "rank": 0 }, { "id": "o9NHdWk8", "type": 0, "sort": 5, "planned": false, "notes": "Trademark Weapon
", "rank": 0 }, { "id": "SJDBS03N", "type": 0, "sort": 6, "planned": false, "notes": "Frenzy
", "rank": 0 }, { "id": "b42gW4tG", "type": 0, "sort": 7, "planned": false, "notes": "Dodge
", "rank": 0 } ] }, "bennies": { "value": 3, "max": 2 }, "status": { "isShaken": false, "isDistracted": false, "isVulnerable": false, "isStunned": false, "isEntangled": false, "isBound": false, "isIncapacitated": false }, "initiative": { "hasHesitant": false, "hasLevelHeaded": false, "hasImpLevelHeaded": false, "hasQuick": false }, "additionalStats": {}, "wildcard": true }, "prototypeToken": { "name": "Maegar Varn", "displayName": 20, "actorLink": true, "appendNumber": true, "prependAdjective": false, "texture": { "src": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Maegar_Varn.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": -1, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "light": { "alpha": 0.5, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "attenuation": 0.5, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "type": null, "speed": 5, "intensity": 5, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null }, "sight": { "enabled": false, "range": 0, "angle": 360, "visionMode": "basic", "color": null, "attenuation": 0.1, "brightness": 0, "saturation": 0, "contrast": 0 }, "detectionModes": [], "flags": { "tagger": { "tags": "" } }, "randomImg": false }, "items": [ { "_id": "bOMGbHOK2wPoAzGD", "system": { "description": "Academics reflects knowledge of the arts, history, archaeology, religion, and similar fields, or the ability to find that information. If an explorer wants to research when the Imperial Calendar began or cite a line from Azvadeva Pujila, or use his linguistic expertise to decipher a dead language, this is the skill to have.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nBattle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nOccult reflects knowledge and experience of magical and supernatural events, processes, items, and creatures.
\nIt can be used to decipher glyphs, recall information about Golarion's monsters, recall cures for supernatural maladies like lycanthropy or vampirism, and so on.
\nFinding information in a library, a wizard’s lair, or in an old dusty tome uses the Academics skill. If the investigator’s Occult skill is higher, she may use that instead. See @Compendium[swpf-core-rules.swpf-skills.Academics]{Academics}.
\nSome esoteric information will be familiar to people with certain skills. If the situation warrants (and with the GM's permission), you may substitute @Compendium[swpf-core-rules.swpf-skills.Faith]{Faith} or @Compendium[swpf-core-rules.swpf-skills.Spellcasting]{Spellcasting} in place of Occult.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nSurvival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nMore detailed information on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hunger} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Thirst} can be found under @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}.
\nTracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} and cannot run while tracking a foe.
\nThe Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
\nLockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps, and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
\nIf used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} opens or disables the device, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
\nSleight of hand, hiding or planting an item, or picking a pocket require a simple success. If foes are actively watching the character, Thievery is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed} by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}.
\nThe Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a −4 penalty, while hiding a dagger in bulky winter clothing might grant a +2 bonus. Failure typically means the character is spotted or it takes too much time (after which the character can try again). A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
\nBiped creatures, with a human-like head, torso and limbs. Humanoids usually possess language and form cultures.
\nHumans possess exceptional drive and ambition. They demonstrate a great capacity to endure hardships, as well as a penchant for expanding their territories. Humanity is often characterized by its tumultuousness and diversity; cultures range from small, nomadic tribes to peaceful agrarian villages and vast cosmopolitan (even decadent) cities and kingdoms.
\nThe physical characteristics of humans are as varied as the world’s climes. From dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features.
\nLanguages: Common.
\nAge Range: Adult 17, old age 53, max age 70-110
\nHuman Males: Height 5'-6'6 and weight 130-220 (Average 5'9\" , 175 lb).
\nHuman Females: Height 4'7\"-6'1\" and weight 95-185 (Average 5'4\", 140 lb).
\nThese daredevils almost always leap before they look. They rarely think things through before taking action, avoid complicated plans, and are at the head of any charge.
\nThis stalwart defender risks her life for friends without hesitation. Some Loyal heroes may not act very nice, but are the first to come to their friends’ rescue when they’re threatened.
\nThis individual was born into privilege or came into it later in life. She may or may not have money, but she still walks in the elite social circles of the world.
\nAristocrats add +2 to @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} when @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} with the local elite, nobles, or other aristocrats. They also add +2 to @Compendium[swpf-core-rules.swpf-skills.Common Knowledge]{Common Knowledge} rolls made to know the etiquette of the upper class, recognize family trees or heraldry, or recall gossip concerning others of their station.
\nCommand is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit or Vigor rolls when attempting to recover from being Shaken or Stunned, respectively.
\nThe hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack is taken completely unaware, Dodge subtracts 2 from all @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{ranged attacks} made against him. Dodge does not stack with actual @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{cover}.
\nDuelists represent the pinnacle of elegant swordplay, parrying blows and countering their opponent’s actions with expert ripostes.
\nSurgical Strike: A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
\nParry: If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
\nSome take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war.
\nLords of the battlefield, fighters are a disparate lot. Some train with many weapons; some prefer just one. Whatever their tactics, fighters excel at combat. They protect their own and defeat their enemies, rarely shying away from battle. They often lead the charge, a role they relish even if they don’t insist on it.
\nThese skilled warriors turn hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Woe to those who dare stand against them.
\nOnce per round, as long as he’s not @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}, the hero gets a free Fighting attack against a foe immediately after he moves into @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reach}. (See Free Attacks @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{here}).
\nThe character has trained to fight alongside others, overwhelming their common foe with synchronized strikes and blows. She increases the Gang Up bonus by an additional +1 for herself and her allies. The maximum Gang Up bonus is still +4 no matter how many Formation Fighters stand together.
\nA character with Frenzy rolls a second Fighting die with any one of his standard Fighting attacks for the turn (extra dice from Frenzy cannot be added to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{limited actions}). The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
\nThe hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (throwing), @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, or @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting} rolls, and +1 to Parry when readied (even if it’s a ranged weapon).
\nA fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
\n+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nNotes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. A one-handed, pistol-like crossbow.
\nBolts for all types of crossbows. A \"case\" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
\nArmor and shields reduce the Minimum Strength requirement by one die type, to a minimum of d4.
\nShields cost an extra 300 gp, while armor costs an extra 150 gp per piece.
\nPower Points
", "rank": 0 }, { "id": "Uc97U1QT", "type": 3, "sort": 2, "planned": false, "notes": "Agility
", "rank": 0 }, { "id": "KS5H2rZn", "type": 2, "sort": 3, "planned": false, "notes": "Common Knowledge, Academics
", "rank": 0 } ] }, "bennies": { "value": 2, "max": 2 }, "status": { "isShaken": false, "isDistracted": false, "isVulnerable": false, "isStunned": false, "isEntangled": false, "isBound": false, "isIncapacitated": false }, "initiative": { "hasHesitant": false, "hasLevelHeaded": false, "hasImpLevelHeaded": false, "hasQuick": false }, "additionalStats": { "languages": { "label": "Languages", "dtype": "String", "hasMaxValue": false, "value": "Taldane, Sylvan, Gnome, Hallit, Draconic" } }, "wildcard": true }, "prototypeToken": { "name": "Tartuccio", "displayName": 20, "actorLink": true, "appendNumber": true, "prependAdjective": false, "texture": { "src": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Tartuccio.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": -1, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "light": { "alpha": 0.5, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "attenuation": 0.5, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "type": null, "speed": 5, "intensity": 5, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null }, "sight": { "enabled": false, "range": 0, "angle": 360, "visionMode": "basic", "color": null, "attenuation": 0.1, "brightness": 0, "saturation": 0, "contrast": 0 }, "detectionModes": [], "flags": { "tagger": { "tags": [ "Tartuccio" ] } }, "randomImg": false }, "items": [ { "_id": "m28FJbCaM5659Ho6", "effects": [], "flags": { "cf": { "color": "#9f1c1d", "id": "temp_68279cewnbs", "path": "Special Abilities" }, "swade": { "hasGranted": [] } }, "folder": null, "img": "systems/swade/assets/icons/ability.svg", "name": "Low Light Vision", "sort": 0, "type": "ability", "system": { "description": "Low Light Vision ignores penalties for Dim and Dark @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} (but not Pitch Darkness).
\nLow Light Vision ignores penalties for Dim and Dark @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} (but not Pitch Darkness).
\nUnknown forces drove the gnomes from that realm long ago, forcing them to seek refuge in this world. Despite this, the gnomes have never completely abandoned their fey roots. They are often regarded by other peoples as strange and unpredictable; as a result, gnomes sometimes have difficulty interacting with others even though they bear no particular animosity to anyone.
\nGnomes are small; they rarely exceed three feet tall. Their hair tends towards vibrant colors from the fiery orange of autumn leaves to the deep purple of wildflowers. Their facial features vary, although many have large mouths and eyes. Whimsical people, gnomes are known as tricksters who prefer action to inaction.
\nLanguages: Common, Gnome, and Sylvan.
\nAge Range: Adult 45, old age 150, max age 200-500.
\nGnome Males: Height 3'2-3'8 and weight 37-43 (Average 3'5\" , 40 lbs).
\nGnome Females: Height 3'-3'6\" and weight 32-38 (Average 3'3\", 35 lbs).
\nBiped creatures, with a human-like head, torso and limbs. Humanoids usually possess language and form cultures.
\nScions of magical bloodlines, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess. As they tap into powers few mortals can imagine, these magic-touched souls must learn to harness the power of their birthright.
\nWhile some seek to control their abilities, others give in to their magic, letting it rule their lives. Sorcerers live and breathe that which other spellcasters devote their lives to mastering. For them magic is more than a useful tool or a field of study; it is life itself.
\nSee power @Compendium[swpf-core-rules.swpf-powers.Bolt]{here}.
\nRank: Novice
\nPower Points: 1
\nRange: Smarts ×2
\nDuration: Instant
\nSchool: Evocation
\n\nTrappings: Fire, ice, light, darkness, colored bolts, a\n stream of insects.\n
\n\nBolt sends damaging bursts of energy, streaks of holy light, or\n shards of matter toward one’s foes.\n
\n\n There are no @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Range} penalties, but the arcane skill roll is affected by\n @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Cover}, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination}, and all other usual penalties.\n
\nThe damage of the bolt is 2d6, or 3d6 with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nSee power @Compendium[swpf-core-rules.swpf-powers.Detect/Conceal Arcana]{here}.
\nRank: Novice
\nPower Points: 2
\nRange: Smarts
\n\nDuration: 5 (detect); one hour (conceal)\n
\n\nSchool: Divination (detect); Illusion\n (conceal)\n
\nTrappings: Waving hands, whispered words.
\n\nDetect arcana allows the recipient of the power to see and\n detect all supernatural persons, objects, or effects in sight for five\n rounds. This includes @Compendium[swpf-core-rules.swpf-powers.Invisibility]{invisible} foes, enchantments on people or\n items, and so on. With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the caster knows the type of enchantment as\n well.\n
\n\n When used on a supernatural creature, the caster learns its active powers\n and arcane abilities. With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, \n he knows @Compendium[swpf-core-rules.swpf-abilities.Weakness]{Weaknesses} common to that\n creature type. This doesn’t reveal Weaknesses of unique individuals, if any.\n Those must usually be discovered through research or trial and error.\n
\n\nInvisible Creatures: Detect arcana also allows a\n character to ignore up to 4 points of penalties when attacking foes hidden\n by magical@Compendium[swpf-core-rules.swpf-powers.Light / Darkness]{darkness}, \n @Compendium[swpf-core-rules.swpf-powers.Invisibility]{invisibility}, or similar abilities (or all penalties\n with a raise).\n
\n\nConceal arcana obscures one being or item of Normal Scale or\n smaller from the detect magic ability for one hour (see\n @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000000]{Detect Magic} and the\n @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore08bestia.JournalEntryPage.08sizetable00000]{Size Table}). For larger creatures, increase the cost by the Scale Modifier (+2\n PPs for Large, +4 PPs for Huge, or +6 PPs for Gargantuan).\n
\n\n With a success, attempts to detect arcana on the being or item\n suffer a –2 penalty or –4 with a raise. If detect arcana fails, the\n character cannot see through the ruse with this casting and is not aware it\n is concealed unless presented with obvious evidence of such (for example,\n the attack of an invisible foe).\n
\nSee generic modifiers @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powermodifie00]{here}
\nThe capricious nature of the fey runs in this sorcerer’s family. She ignores Difficult Terrain in the wilderness and has the “laughing touch.” If she successfully touches a target with her hands (see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Touch Attack}), the target is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Distracted}.
\nAcademics reflects knowledge of the arts, history, archaeology, religion, and similar fields, or the ability to find that information. If an explorer wants to research when the Imperial Calendar began or cite a line from Azvadeva Pujila, or use his linguistic expertise to decipher a dead language, this is the skill to have.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nOccult reflects knowledge and experience of magical and supernatural events, processes, items, and creatures.
\nIt can be used to decipher glyphs, recall information about Golarion's monsters, recall cures for supernatural maladies like lycanthropy or vampirism, and so on.
\nFinding information in a library, a wizard’s lair, or in an old dusty tome uses the Academics skill. If the investigator’s Occult skill is higher, she may use that instead. See @Compendium[swpf-core-rules.swpf-skills.Academics]{Academics}.
\nSome esoteric information will be familiar to people with certain skills. If the situation warrants (and with the GM's permission), you may substitute @Compendium[swpf-core-rules.swpf-skills.Faith]{Faith} or @Compendium[swpf-core-rules.swpf-skills.Spellcasting]{Spellcasting} in place of Occult.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\n@Compendium[swpf-core-rules.swpf-edges.Sorcerer]{Sorcerers} and @Compendium[swpf-core-rules.swpf-edges.Wizard]{wizards} use Spellcasting as their arcane skill when casting spells. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{Chapter Five} for more information on magical powers.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nLockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps, and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
\nIf used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} opens or disables the device, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
\nSleight of hand, hiding or planting an item, or picking a pocket require a simple success. If foes are actively watching the character, Thievery is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed} by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}.
\nThe Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a −4 penalty, while hiding a dagger in bulky winter clothing might grant a +2 bonus. Failure typically means the character is spotted or it takes too much time (after which the character can try again). A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
\n(MINOR OR MAJOR)
\nA miser measures worth in material possessions or wealth. If a Minor Hindrance, the character argues bitterly for more than a fair share of any loot or reward the party might come across. As a Major Hindrance, he fights over anything that seems unfair, and may even kill for it.
\nThere’s nothing out there your hero can’t defeat. At least that’s what she thinks. She believes she can do most anything and never wants to retreat from a challenge. She's not suicidal, but certainly takes on more than common sense dictates.
\n(MINOR OR MAJOR)
\nYour hero keeps a secret to protect himself or others. As a Minor Hindrance, the secret is troublesome or embarrassing but not life-threatening.
\nThe Major version would cause severe problems if discovered. If it ever becomes public knowledge, he should trade this Hindrance for @Compendium[swpf-core-rules.swpf-hindrances.Enemy]{Enemy}, @Compendium[swpf-core-rules.swpf-hindrances.Shamed]{Shamed}, @Compendium[swpf-core-rules.swpf-hindrances.Wanted]{Wanted}, or another appropriate Hindrance approved by the GM.
\nWizards, sorcerers, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.
\nAthletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, wrestling, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swpf-core-rules.swpf-edges.Brute]{Brute} Edge to link this skill to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Strength} instead of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Agility}.
\nBattle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}.
\nCharacters roll Common Knowledge to know people, places, and things of their locale, including etiquette, geography, culture, current events, contacts, and customs.
\nFighting covers all hand-to-hand (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}) attacks, whether it’s with fists, axes, swords, or martial arts. It reflects skill as well as raw power, savagery, and fearlessness.
\nHealing has multiple uses, from treating Wounds to diagnosing diseases and analyzing certain kinds of forensic evidence.
\nSee the rules on mending and treating @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds}, and treatment of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{disease} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{poison}.
\nHealing can also be used to analyze evidence that relates to anatomical trauma, including cause of death and approximate time, a general angle of attack, and similar matters. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} provides basic information and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} increases the details uncovered.
\nIntimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\nIntimidation is an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} resisted by the opponent’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. In combat, this is a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Test}. Out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} might mean the target backs down for the remainder of the scene, spills all the beans, or runs away as fast as possible.
\nIn or out of combat, a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the roll means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\nNetworking: Intimidation can also be used as a \"macro\" skill to simulate several hours of working the streets. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking} to see how to crack some heads for favors or information.
\nNotice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} conveys basic information— the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t
\nPersuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\nWhen used to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{opposed roll} vs. the target’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. The GM should modify the roll as appropriate based on roleplaying, any pertinent @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01hindrancesum00]{Hindrances} that affect the conversation, and the circumstances.
\nReaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swpf-core-rules.swpf-tables.Reaction]{Reaction Table} (see sidebar) when having no preconceived notions.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Success} improves the target’s attitude one level and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} improves it two. Further increases aren’t generally possible in the same encounter— it takes individuals a little time to adjust their biases.
\nFailure means the target won’t change his mind this encounter or until the situation changes in some important way. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} also reduces the target’s attitude two levels.
\nOnly one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\nNetworking: Characters can also use Persuasion as a \"macro skill,\" simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04networking0000]{Networking}.
\nShooting covers all attempts to hit a target with a ranged weapon such as a bow or crossbow (thrown weapons use @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}). See @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Chapter Three} for details on ranged combat.
\nStealth is the ability to hide and move quietly. A simple @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\nOnce foes are alerted and active, Stealth is opposed by @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} (a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{group roll} if there are many foes).
\nThe GM should apply any circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target’s Scale (just like when attacking, see @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Scale}). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Illumination} penalty. Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\nAttacking from Stealth: Sneaking up close enough to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee} attack always requires an opposed Stealth roll versus the target’s Notice, whether the guard is actively looking for trouble or not.
\nIf @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful}, the attacker is considered on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Hold} and the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} to him (but not others) until the attacker’s turn ends (not the defender’s in this case). With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the attacker has @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{The Drop} instead.
\nBefore the attacker strikes, the defender and any other beings on his side must check for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Surprise}. The attacker may come off Hold and resolve his strike; then the rest of the round progresses normally.
\n@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}: In combat, characters roll Stealth each turn as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action} at the end of their move or any action the GM thinks might draw attention.
\nOut of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk through a dark forest without alerting the creatures that live there.
\nSurvival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\nA @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}.
\nMore detailed information on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hunger} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Thirst} can be found under @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}.
\nTracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances. A character moves at half@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} and cannot run while tracking a foe.
\nThe Game Master should assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
\nSome take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war.
\nLords of the battlefield, fighters are a disparate lot. Some train with many weapons; some prefer just one. Whatever their tactics, fighters excel at combat. They protect their own and defeat their enemies, rarely shying away from battle. They often lead the charge, a role they relish even if they don’t insist on it.
\nThese skilled warriors turn hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Woe to those who dare stand against them.
\nIt’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to @Compendium[swpf-core-rules.swpf-skills.Performance]{Performance} and @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} rolls if the target is attracted to his general type (gender, sex, species, etc.).
\nYour hero is drop-dead gorgeous. He increases his @Compendium[swpf-core-rules.swpf-skills.Performance]{Performance} and @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} bonus to +2.
\n(MINOR OR MAJOR)
\nSomething haunts your adventurer. Maybe the hero failed to keep a @Compendium[swpf-core-rules.swpf-hindrances.Vow]{Vow}. Maybe the character was defeated in an honorable fight and ordered the death of the foe anyway for some greater principle. Maybe the hero isn’t actually cowardly but once ran from a battle and left others to die.
\nAs a Minor Hindrance, the shameful circumstances aren’t generally known — it just haunts him. He might go out of his way, against all reason, not to repeat the mistake. Or he might give in to the same set of circumstances and hate himself for it.
\nAs a Major Hindrance, the ill deed is well-known — or at least known among those the hero cares about. The other player characters should be told the tale as soon as possible (preferably at character creation). If not, it should be revealed by nonplayer characters at some point, and occasionally used against the hero.
\nHonor is very important to your character. She keeps her word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect. She may have a prescribed code of conduct in line with the mores of a particular deity, cause, or social order.
\nStubborn individuals always want their way and never admit they’re wrong. Even when it’s painfully obvious they’ve made a mistake they try to justify it with half-truths and rationalizations.
\nThe manor is under attack, and someone seems to be killing all of Lady Jamandi's guests. Defend yourself, and maybe help the guards.
", "gmnotes": "", "image": "actor", "giverName": "actor", "splash": "", "splashPos": "center", "splashAsIcon": false, "location": null, "priority": 0, "type": null, "parent": null, "subquests": [], "tasks": [ { "name": "Get to the main hall", "completed": false, "failed": false, "hidden": false, "state": "square", "uuidv4": "df11b247-f60d-4161-9a39-1de5757efa57" }, { "name": "Rescue Linzi", "completed": false, "failed": false, "hidden": true, "state": "square", "uuidv4": "b9d2d6ca-8bb1-49cb-bd80-0490997ad225" }, { "name": "Rescue Harrim", "completed": false, "failed": false, "hidden": true, "state": "square", "uuidv4": "db3c2a08-aa2d-4165-9cb2-60d59cac980d" }, { "name": "Rescue Amiri", "completed": false, "failed": false, "hidden": true, "state": "square", "uuidv4": "3b2adfd5-2b06-44a5-a60f-9ece4f61b210" }, { "name": "Rescue Valerie", "completed": false, "failed": false, "hidden": true, "state": "square", "uuidv4": "5d04892f-2090-4a37-b327-bfac3bf645f7" } ], "rewards": [], "date": { "create": 1690413283342, "start": null, "end": null } } }, "core": { "sourceId": "JournalEntry.y01FEURhy91M2O8i" } }, "ownership": { "default": 2, "Aqnn9hCDQPbyTWiq": 3 }, "_id": "y01FEURhy91M2O8i", "pages": [], "sort": 0, "_stats": { "systemId": "swade", "systemVersion": "3.1.2", "coreVersion": "11.307", "createdTime": 1690413283346, "modifiedTime": 1692843137124, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "The Swordlord's Feast", "folder": "LEECOJkDtKWtOqmr", "flags": { "forien-quest-log": { "json": { "name": "The Swordlord's Feast", "status": "active", "giver": "Actor.pesIorG5sT5qiA6I", "giverData": { "uuid": "Actor.pesIorG5sT5qiA6I", "name": "Jamandi Aldori", "img": "modules/mb-pfsw-kingmaker/assets/tokens/npcs/Jamandi_Aldori_portrait.webp", "hasTokenImg": true }, "description": "As this chapter begins, the PCs have answered @UUID[Actor.pesIorG5sT5qiA6I]{Lady Jamandi Aldori}’s “call for heroes” and arrived at her impressive hilltop manor. A cobblestone path, bordered by regal oak trees and well-manicured hedges, winds its way up the hill for nearly a mile, past a two-story guard barracks, the stables, and a dozen thatched-roof cottages that house the families of the manor’s servants and retainers. The manor itself is a sprawling, three-story structure constructed of light gray mortared stone, surrounded by hedge-lined rose gardens and ancient oak trees.
", "gmnotes": "", "image": "actor", "giverName": "actor", "splash": "", "splashPos": "center", "splashAsIcon": false, "location": null, "priority": 0, "type": null, "parent": null, "subquests": [], "tasks": [ { "name": "Find details on Lady Jamandi's plan", "completed": false, "failed": false, "hidden": false, "state": "square", "uuidv4": "aecfeba9-e28d-42c3-ac51-eb067782c454" }, { "name": "Learn about the people involved", "completed": false, "failed": false, "hidden": false, "state": "square", "uuidv4": "056d55e0-a903-4a38-b068-b8a8f46550d0" }, { "name": "Enjoy the Feast", "completed": false, "failed": false, "hidden": false, "state": "square", "uuidv4": "434b6799-6120-4589-9e32-45f52c109edd" } ], "rewards": [ { "type": "Abstract", "data": { "name": "Information", "img": "icons/svg/item-bag.svg" }, "hidden": true, "locked": true, "uuidv4": "a63f675f-6a44-4558-802c-f1b59c868504" }, { "type": "Abstract", "data": { "name": "Some tasty food", "img": "icons/svg/item-bag.svg" }, "hidden": false, "locked": true, "uuidv4": "923c202a-fa5d-431a-acd0-28b6ec94295e" }, { "type": "Abstract", "data": { "name": "A place to sleep for the night", "img": "icons/svg/item-bag.svg" }, "hidden": false, "locked": true, "uuidv4": "1e507d32-7818-4308-b771-6e1b89b88f33" } ], "date": { "create": 1690414575635, "start": 1690780171766, "end": null } } }, "core": { "sourceId": "JournalEntry.DiENLAFb9fLcFiwr" } }, "ownership": { "default": 2, "Aqnn9hCDQPbyTWiq": 3 }, "_id": "DiENLAFb9fLcFiwr", "pages": [], "sort": 0, "_stats": { "systemId": "swade", "systemVersion": "3.1.2", "coreVersion": "11.307", "createdTime": 1690414575637, "modifiedTime": 1692843132255, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Aldori Swordlords", "folder": "85eipypCjDJOfNNV", "_id": "VZbCgcxZBARkYw9Q", "pages": [ { "name": "Summary", "text": { "content": "The Aldori Swordlords arose when famed swordsman Baron Sirian Aldori agreed to train a select group of pupils in his dueling techniques. They ruled Rostland for generations, each as prickly and impulsive as the order's founder. They are known for their mastery of the Aldori dueling sword. Though they are considered some of the finest swordfighters in the Inner Sea region, they are also obsessed with personal standing and honor.
", "format": 1, "markdown": "" }, "_id": "wA2Shr6zy9UNqrYN", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 0, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690170750064, "modifiedTime": 1690170768671, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Members", "text": { "content": "An Aldori swordlord is a swordfighter practised in the art of dueling who has been taught in the ways of the Aldori school of swordplay established by Baron Aldori. This style is perfect for duels or flashy combat, but can also be used for practical fighting as well. Most of the swordlords are prideful and determined to be the best, leading them to challenge themselves at every opportunity.
", "format": 1 }, "_id": "xN2Zw2CTPWaUE6kv", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 0, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690170750064, "modifiedTime": 1690170750064, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Affiliation", "text": { "content": "Those who wish to become a swordlord must take the last name of Aldori, swear to the Aldori swordpact, and demonstrate skill at swordplay by winning a duel using only a sword in the presence of an Aldori swordlord or experienced exile.
", "format": 1 }, "_id": "hvK6dcbDKTL7Coo7", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 0, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690170750064, "modifiedTime": 1690170750064, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "sort": 0, "ownership": { "default": 2, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.307", "createdTime": 1690170750050, "modifiedTime": 1692384263344, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "85eipypCjDJOfNNV", "name": "Black Tears", "_id": "pNDxRdSmYBlYgDUy", "pages": [ { "sort": 100000, "name": "Summary", "type": "text", "_id": "LAX1uJGazkXJK6TV", "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "Originally formed through a merger of seven street gangs from New Stetven and Port Ice, the Black Tears are a criminal organization of cutthroats and thieves known to dabble in kidnapping, extortion, assassination, and the sale of illicit substances. Members are fanatically loyal and exceptionally ruthless. Each carries the group’s signature weapon (a dagger with an ebony pommel), displays a trail of three black tears tattooed under their left eye, and bears a tattooed script on their right forearm that reads “Live free or slaughter” in Draconic.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690170918525, "modifiedTime": 1690170921635, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690170905505, "modifiedTime": 1690170921635, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "WtsR9SBCj5NhlMUX", "name": "Invitation: A call for heroes", "_id": "fgQ2N52dygrnLxMT", "pages": [ { "sort": 100000, "name": "The Invitation", "type": "text", "_id": "zoVD6GPGmO2fDyiW", "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "To <your name filled in here>,
From Lady Jamandi Aldori, Master Duelist of the Aldori Academy, Councilor of Restov
and
Ioseph Sellemius, Lord Mayor of Restov
Greetings Hero,
We have an opportunity for you and others of a similar inclination to obtain great reward for, we will not lie, an equally perilous risk.
The city of Restov, being the trade center closest to the part of the River Kingdoms called \"The Stolen Lands\", wishes to secure our southern borders and those of Brevoy as a whole, with a friendly kingdom in place of absolute anarchy and lawlessness. To that end, we are proposing to fund expeditions into the Stolen Lands with the intent of bringing the rule of law to our southern neighbors.
For more details, please join us in a feast at Aldori Manor, Restov, on the evening of 23 Calistril, 4710. Plan to leave shortly thereafter on a first expedition into the Stolen Lands, should you accept our offer and charter.
Inscribed by High Priest Ezvanki Keegh, Erastil, may he bless this endeavor
(signed) Jamandi Aldori
(signed) Ioseph Sellemius
(signed under the seal of the Council of Restov)
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The people of Nivakta’s Crossing are sturdy, down to earth, and possess stunted senses of humor. Serious to a fault, they are slightly more suspicious of visitors from what they call “the South” than they are of those from “the North,” but they’re willing to take the coin of strangers in trade nonetheless.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "JournalEntry.TAhrTQdTpHALFVTc.JournalEntryPage.h5LE1TUs7s4aDHXS" } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.4", "coreVersion": "11.304", "createdTime": 1687751640178, "modifiedTime": 1688427673066, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "sort": 0, "ownership": { "default": 2, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.305", "createdTime": 1688427665830, "modifiedTime": 1689131321088, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "zzLWsYCiGnwpgBNb", "name": "Restov", "_id": "OqCGaG6KkrnkrzZQ", "pages": [ { "sort": 0, "name": "Restov", "type": "text", "_id": "1uNGvMVwKGbWaBVf", "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "The large city of Restov is the cultural center of southern @JournalEntry[TAhrTQdTpHALFVTc]{Brevoy} and the birthplace of the world-famous Aldori dueling style. Restov owes its allegiance to the Brevic crown, and its lord-mayor must bend his knee before the Dragonscale Throne like any lord, but otherwise Restov belongs to no house, making it a haven for independents like the Aldori swordlords and those who long for the old days before the region was under Brevic rule. While many of those in power in Restov have their city’s best interests at heart and are individually kind-hearted, the value they put on individuality and personal freedom makes Restov as a whole less concerned with what’s best for the rest of Brevoy.
Restov is a city of both refined tradition and rough-and-tumble manners, as only a colony fondly recalling and imitating its motherland can be. Its location on Brevoy’s southern border makes it a bustling trade center, so its relative wealth can support no small number of idle and titled nobles and merchant guilds. Citizens frequent various Aldori and Taldan dueling schools, as well as alehouses, and fight each other in street corner duels at dawn and dusk. The schools, salons, and taprooms of Restov are hotbeds of rebellious talk against the reign of King Noleski Surtova, with young firebrands in search of a leader to rally them to the cause.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "JournalEntry.TAhrTQdTpHALFVTc.JournalEntryPage.1uNGvMVwKGbWaBVf" } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.4", "coreVersion": "11.304", "createdTime": 1687750680308, "modifiedTime": 1688428297083, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "sort": 200000, "ownership": { "default": 2, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.305", "createdTime": 1688422994079, "modifiedTime": 1689131357289, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "zzLWsYCiGnwpgBNb", "name": "Brevoy", "_id": "TAhrTQdTpHALFVTc", "pages": [ { "sort": 100000, "name": "Brevoy", "type": "text", "_id": "H295SId19yF7ybdp", "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "The southern reach of Brevoy is Rostland. Restov is the most sizable and significant settlement in Rostland, but otherwise the landscape consists of sparsely populated farmlands. A single road runs along the country’s southern border; banditry here remains relatively light.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.4", "coreVersion": "11.302", "createdTime": 1687750558556, "modifiedTime": 1687750573428, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } } ], "sort": 300000, "ownership": { "default": 2, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.4", "coreVersion": "11.304", "createdTime": 1687750548233, "modifiedTime": 1688428263610, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "folder": "zzLWsYCiGnwpgBNb", "name": "Aldori Manor", "_id": "mbjYUSXjbZVylHcC", "pages": [ { "name": "Great Hall", "text": { "content": "This spacious hall has been prepared for a great feast. Servants hustle and bustle about, while several armed soldiers—Lady Jamandi’s house guards—watch over the hall from their positions against the east and west walls. To the north, a fire crackles away in a large fireplace. An iron lever secured by a lock adorns the fireplace’s eastern face. Two massive crystal chandeliers hang from the ceiling twenty feet above. The walls are decorated with painted murals of idyllic woodland scenes: nymphs frolicking amid waterfalls, satyrs dancing with fawns in wooded glades, and various winged fairy creatures flitting through the trees. Nine long tables are arranged around the central portion of the room, each holding plates, utensils, mugs, goblets, and full, ready-to-be-poured pitchers of ale, wine, mead, and water. The smell of roasted meat and other delicious scents fill the room, yet no food has yet been served.
", "format": 1 }, "_id": "yQ2mqxc3fPqfqOOd", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 100000, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.306", "createdTime": 1689223983782, "modifiedTime": 1690498719452, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Guest Chambers", "text": { "content": "This room contains five beds, a dresser, an oil lamp attached to the center of the south wall, and several potted plants. A decorative brass brazier forged to resemble a sleeping red dragon sits in one corner.
Shortly after 3 a.m., the PCs are alerted to danger by the cry of the lone house guard stationed in the east foyer (area A2) as he’s murdered by a trio of Black Tears cutthroats. The Black Tears spend a few rounds quietly dragging his body out of sight and doing a few quick patrols to ensure no other guards lie in wait. The PCs have about 1 minute (enough time to don light armor, but not medium or heavy armor) to prepare before three Black Tears cutthroats attempt to quietly enter the room and attack them, using Stealth to roll initiative.
If the PCs open the door to their room and step out into area A2 before the cutthroats are ready to sneak in, the PCs can roll Perception or Stealth to determine initiative; in this case, the cutthroats roll Perception for initiative. Once the fight begins, they fight to the death. During this encounter, describe the sounds of battle raging in nearby rooms as other Black Tears make short work of other invited guests.
@Actor[7cq9SrcIJLCIhXL0]{Black Tear Cutthroat} (3)
These were low-level adventurers and, unlike the PCs, most of them didn’t come to the feast fully outfitted in their adventuring gear. Nonetheless, many of these rooms still hold items of value missed by the Black Tears that the PCs can discover by succeeding at a Notice check to search the room.
Area A3a (north west): There are five corpses in this room (two male humans, two female dwarves, and a male halfling). A minor healing potion is tucked under the halfling’s pillow.
Area A3b (north central): There are no bodies in this room, although two of the beds are soaked with blood and a severed human hand lies in the middle of the floor. The adventurers housed here were killed in their sleep and their corpses were carried to area A6 by the ogre, Gromog. A longsword and a tanglefoot bag were kicked under one bed and went unnoticed.
Area A3c (south west): This room is currently empty, though the beds show signs of having been slept in. Amiri, Harrim, Linzi, and Valerie were assigned to this room. They were alerted by one of Lady Jamandi’s guards shortly after the Black Tears initiated their assault. Unused to working together, the four quickly separated and went their separate ways to the east (more information on their respective fates can be found in the descriptions of areas A6 and A12).
Area A3d (south central): This room is currently empty, but fresh bloodstains hint at recent violence. This room was used by some of the guards, whose corpses now decorate Gromog’s altar in area A6.
Area A3e (south east): There are five corpses here (two female humans, a male human, a male dwarf, and a male elf). The elf wears a silver ring worth 15 gp.
This large hall has a polished marble floor. Several potted plants line the walls and tapestries depicting woodland hunting scenes adorn the east wall.
The moment a PC exits their guest chamber, a shuddering, grinding sound echoes through the manor. This sound is followed by a series of reverberating booms as the manor’s interior portcullises are all lowered, sealing off the upper floors from invaders—but also sealing the PCs into the ground floor with them!
When the PCs exit their room during or after the ambush, they automatically notice a body to the east. This was the guard who escorted the PCs to their room. He now lies dead in a pool of his own blood near one of the windows.
Areas A2a and A2b are guard posts. If any PCs chose to remain outside, the portcullis to area A2a is jammed open, allowing them into the building—once all the are inside, the portcullis should drop down alarmingly, just in time to lock everyone in. The portcullises are iron bars, Hardness 12 (see @UUID[Compendium.swpf-core-rules.swpf-rules.JournalEntry.swpfcore03rules0.JournalEntryPage.03situationalr00#breaking-things]{Breaking Things}).
Another portcullis bars entrance into area A2c, which houses a spiral staircase up to the manor’s upper floors and down to its basement. These areas are beyond the scope of this adventure, but feel free to expand on them as you see fit if you want to allow the PCs to explore further.
As they tear through the manor’s defenses, the Black Tears don’t loot the guards they slaughter, allowing the PCs to scavenge the dead bodies for supplies. Each guard wears chainmail armor and carries a longsword, dagger, and light crossbow with 1d4+6 bolts. In addition, each guard has a clearly labeled minor healing potion, but there’s a chance they might have gulped it down before they were slain; there is an 80% chance any particular guard was taken down before getting a chance to gulp his healing potion.
A portcullis has dropped down to protect this staircase.
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", "format": 1 }, "_id": "GqAJe15UQimG71BZ", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 500000, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.306", "createdTime": 1689223983782, "modifiedTime": 1690498719452, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Water Garden", "text": { "content": "This large, indoor garden resembles a tropical paradise. Lush plants and flowering vines hang from the walls, while a slow-moving stream of water cuts through the center of the room, flowing languidly from north to south through stone drains. Planters filled with colorful flowers line the stream. Two narrow wooden bridges arch over the water, allowing passage from one side to the other. Partially submerged in the stream to the north stands a life-sized marble statue depicting an armored half-elf woman holding a rose and wielding a shield.
Several years ago, Lady Jamandi saved the life of a well-connected Nexian wizard who was spending some time in Rostland on vacation only to be ambushed by bandits. Before she departed for her distant homeland, the grateful wizard created this magical water garden for Lady Jamandi as a token of friendship and gratitude. Though the room has no windows, the 15-foot high ceiling is enchanted to simulate the day-night cycle found in the Mwangi Expanse. Additionally, a soft breeze constantly ripples through the chamber, keeping the air circulating and clean; each afternoon, a gentle rain keeps the garden’s plants healthy and lush.
The placid stream cutting through the center of the room bears a teleportation effect that causes its waters to flow in a continuous loop. When the water (or any other non-living item in it) comes into contact with the south wall, it’s instantly rerouted to the north wall and purified, where it continues to flow south uninterrupted. The stream is 5 feet deep, and the current is slow enough that it requires only a Athletics check to Swim. While Identifying the powerful teleportation effect requires a Occult or Nature check at -2, a successful Common Knowledge check allows a character to remember hearing the story of the garden.
The statue is of Milani, Lady Jamandi’s patron deity (Occult +0 or Common Knowledge -2). The statue stands atop a small stone shelf, so the water flows level with the statue’s knees.
Four Black Tear Cuttthroats have taken up positions on the west side of the chamber, where they wait with hand crossbows at the ready. One of the cutthroats carries a vial of lesser alchemist’s fire, which she throws at the PCs on the first round of combat.
Anyone investigating the statue’s stone shelf can attempt a Notice check to notice a watertight compartment below the waterline. The stone lid of the submerged compartment slides easily into the wall to reveal several clearly labeled potions Lady Jamandi stashed here for emergencies: four minor healing potions, a barkskin potion, and a lesser potion of fire resistance. A small bronze key sits in the compartment as well—a backup key for the trunk in the @UUID[JournalEntry.mbjYUSXjbZVylHcC.JournalEntryPage.7zZSniTMl8bUjQKK]{Secondary Treasury}. (@Tile[Tile.7ZimCgUbGOZkYqeY]{Activate Statue Pile})
This hallway goes through the central section of the east wing
The bloodied corpses of six guards and three people wearing black cloaks litter the floor of this wide hallway.
The manor's library is modestly-sized
This modest-sized library lies in ruins. Bookshelves along the east and west walls have been emptied; books lie heaped into a pile in the northeast corner. Set atop this heap are the severed arms, legs, and heads of a dozen guards and would-be heroes. A blood-spattered padded chair sits next to a shuttered window.
Lady Jamandi occasionally uses this room to read and relax when she’s not practicing swordplay or attending to the business of managing her various intrigues. The room has been recently converted into an altar of gore and depravity by Gromog, an ogre mercenary.
The secret door connecting this room with area A7 can be discovered with a successful Notice -2 check.
Creatures: @Actor[SXJgxWws59dcTk51]{Gromog} isn’t officially a member of the Black Tears. He was hired by the gang to join their assault on Lady Jamandi’s manor when they encountered him in the wilds north of Restov. The filthy furs he wears are lice-ridden and keep him constantly itching and scratching. Gromog was severely hurt in the assault and bears many fresh wounds, including a crossbow bolt embedded in the small of his back that he’s been unable to remove. More significantly, Gromog has been blinded by his prisoner, the halfling bard Linzi.
@Actor[hTpsFjpE4RCYTAnO]{Linzi} is currently cowering behind the padded chair on the slanted northwest wall. After she slashed at the ogre’s eyes with a lucky strike of her longsword, she’s been hiding here and hoping for a chance to bolt for the exit, but so far, the blind ogre’s thrashing hasn’t given her the opportunity. She knows if she says anything, Gromog will know where she is, but as soon as the PCs enter, she cries out for help. At your option, if you’re using the Kingmaker Companion Guide, Linzi scurries out to help in the fight; otherwise, she uses a single action each turn to cast inspire courage to bolster the PCs in the battle.
Gromog’s reduced stats below represent him in his current state—blinded, wounded, and itchy from the lice. He will lose his nerve when he senses other combatants. If cornered, he fights to the death.
This small, windowless room contains a large, wooden trunk secured with a formidable-looking padlock.
Lady Jamandi uses this room as a backup treasury (her primary treasury is located on the manor’s currently inaccessible second floor). The trunk is locked (Thievery -1 to Pick the Lock); the key from the water garden unlocks it.
The two secret doors connecting this room with the Library and the storage room are plainly obvious from within this chamber.
Inside the trunk are eight small cloth bags, each holding 100 gp (these presorted coins are used to pay Lady Jamandi’s guards and servants), two lesser healing potions, an Accruate mace, and a Damaging longsword. A small leather-bound journal at the bottom of the trunk contains the names of all Lady Jamandi’s servants and guards, along with the dates on which they receive their monthly pay.
If the PCs loot this room, word reaches [[Jamandi Aldori|Lady Jamandi]] several hours after the Black Tears are defeated. She eventually questions them about it, and if the PCs admit they took the treasure and return the gold and magic items, she thanks them for their honesty. In this case, she reclaims the gold but allows them to keep any remaining potions and the magic weapons as a token of appreciation. If the PCs Lie or otherwise claim ignorance of looting her treasury, they’ll need to succeed at a Persuasion -4 contest vs her Spirit to make her think a Black Tears cutthroat stole the treasure and managed to escape with it. In the likely event this check fails, or if she or her servants witness the PCs using the longsword or mace, she’s obviously disappointed but allows the theft of the weapons to go unpunished, demanding only the return of the gold so she can continue to pay her guards and servants. If the PCs outright refuse, Lady Jamandi grows angry, but ultimately cedes the treasure to them as a show of good faith—they were, after all, attacked while under her roof. At the GM’s discretion, Lady Jamandi might try to recoup her losses later in the campaign by demanding a temporary tariff on goods once the PCs finally establish their own kingdom in the Stolen Lands, but she’s more likely to just shrug and write off the loss as a cost of doing business with adventurers.
This storage room holds items necessary for running the estate, including extra oil lamps, bed linens, candles, common tools, and crates of supplies.
The secret door to the secondary treasury can be discovered by succeeding at a Notice -2 check.
Any piece of common adventuring gear can be found here at the GM’s discretion. Three full barrels of lamp oil can be found here as well (each barrel holds 248 pints of lamp oil). Feel free to add a few lesser healing potions into storage here if the PCs could use a bit of healing in order to keep going.
This large room contains two rows of simple beds along the slanted southeast wall. At the foot of each bed sits a small wooden chest. A sturdy oak table and six chairs sit against the northeast wall.
The chest lids all stand ajar and the contents—mostly clothes and personal items—lie scattered about the floor.
This room houses Lady Jamandi’s male servants. There are 14 beds here, five of which still hold the bloody corpses of servants murdered in their sleep.
Treasure: A PC who Searches the clothes and personal items scattered about the floor and succeeds at a Notice -1 check locates a thin silver necklace with a heart-shaped charm worth 10 gp inside the pocket of a pair of trousers.
This small room is comfortably furnished with a bed, rocking chair, and small side table with three chairs.
An overturned wooden chest lies in the middle of the room amid a tangle of discarded clothing and personal items.
Lady Jamandi’s head cook, Tirzendi, a Varisian chef who once served the former king of Korvosa, lives here. When the attack began, Tirzendi was lucky enough to escape to the Great Hall, where he’s currently cowering along with many of Lady Jamandi’s other surviving servants (more details are included in Part 3 on page 32).
Treasure: Although the Black Tears looted most of Tirzendi’s valuables, Searching the clutter and succeeding at a Notice -1 check locates a small leather pouch holding 6 gp and 23 sp tucked into a shoe. If the PCs offer to return this to Tirzendi, he gratefully thanks them but offers to let them keep it as a reward.
This oddly shaped scullery contains two sturdy tables for prepping food, a large tin washbasin for cleaning dishes and laundering clothes, a hefty wooden bucket for hauling water, and many shelves containing goblets, plates, dishes, and eating utensils.
Though the fragile-looking dishes and glassware remain miraculously undamaged, many bloody corpses lay piled in the middle of the room.
Floor-to-ceiling shelves cover the walls of this well-stocked pantry. The shelves contain various salted meats, loaves of bread, sacks of grain and flour, and an assortment of potatoes and vegetables. Twelve barrels sit against the west wall.
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", "format": 1 }, "_id": "09K0SZ7w1z7FQGqR", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 1600000, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.306", "createdTime": 1689223983782, "modifiedTime": 1690498719452, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "Central Stairs", "text": { "content": "A portcullis bars entrance to these stairs from the Great Hall. The stairs themselves lead to the manor’s upper floors and its basement.
", "format": 1 }, "_id": "ci7r4ghuXI5MIgXa", "type": "text", "title": { "show": true, "level": 1 }, "image": {}, "video": { "controls": true, "volume": 0.5 }, "src": null, "system": {}, "sort": 1700000, "ownership": { "default": -1, "Aqnn9hCDQPbyTWiq": 3 }, "flags": {}, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.306", "createdTime": 1689223983782, "modifiedTime": 1690498719452, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "name": "West Privy", "text": { "content": "This room holds a toilet. A small brass oil lamp on the ceiling provides plenty of light and fills the small room with the thick scent of cinnamon.
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The hallway is filled with billowing smoke. Further ahead, on either side of the hall, several open doorways are illuminated by flickering flames.
Guest rooms, furnished with beds, a tables, and the manor's signature cinnamon-scented oil lamps.
Each of these guest rooms is completely ablaze. The doors to each have burned to rubble, but not before the doomed adventurers sleeping within perished.
This room has plain stone walls and a polished stone floor. At the far end of the room— atop a stone dais—stands a marble statue of an armored half-elf woman. One of her hands clutches a heavy shield, while the other is clenched into a fist over her heart.
The walls and floor have become stained with smoke.
Padded chairs and side tables are set along the west wall and a thick burgundy carpet covers most of the floor. Oil paintings hang on the walls, and shelves contain statuettes and other small art pieces.
Drifting coils of smoke waft in the air of this finely furnished room.
This slightly smoky room contains wooden racks holding various weapons and wooden stands designed to hold suits of armor.
Many of the weapon racks and armor stands are empty, and several weapons and discarded armor pieces lie about the floor.
This large room contains several padded chairs, a comfortable-looking pair of couches, several side tables, and a finely crafted billiards table.
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"bonusDamageDice": 1, "favorite": false, "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false }, "category": "Melee Weapons", "grants": [], "grantOn": 1, "damage": "@str+d8", "range": "", "rof": 1, "ap": 0, "parry": 0, "minStr": "d8", "shots": 0, "currentShots": 0, "ammo": "", "reloadType": "none", "ppReloadCost": 2, "trademark": 0, "isHeavyWeapon": false, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690168989799, "modifiedTime": 1690168989799, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "HKUqGuZ10X9PiGuQ", "_tombstone": true, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690168998117, "modifiedTime": 1690168998117, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "GSO0aVkAKc0oPTRy", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_r40vnkqn4k", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.8qQhrWuk4DlxNO7s" } }, "folder": null, "img": "icons/weapons/daggers/dagger-curved-blue.webp", "name": "Dagger/Knife", "sort": 0, "type": "weapon", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 1, "price": 2, "equippable": false, "equipStatus": 4, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": { "max": null, "value": null }, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": { "i0p2yyq13q87vlpp": { "name": "Athletics", "type": "trait", "isHeavyWeapon": false } }, "trait": "Fighting", "traitMod": "" }, "bonusDamageDie": 6, "bonusDamageDice": 1, "favorite": false, "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false }, "category": "Melee Weapons", "grants": [], "grantOn": 1, "damage": "@str+d4", "range": "", "rof": 1, "ap": 0, "parry": 0, "minStr": "d4", "shots": 0, "currentShots": 0, "ammo": "", "reloadType": "none", "ppReloadCost": 2, "trademark": 0, "isHeavyWeapon": false, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169009094, "modifiedTime": 1690169009094, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "1fED7V8Jz2DF5QuB", "_tombstone": true, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169024829, "modifiedTime": 1690169024829, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "mSUW3yGJkSZTTU1i", "_tombstone": true, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169033126, "modifiedTime": 1690169033126, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "YBpgCWw3XGIFcZGA", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_skcm57f2o5", "path": "Gear#/CF_SEP/Armor" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.ueRifGjgTokWBsCb" } }, "folder": null, "img": "icons/equipment/chest/vest-leather-brown.webp", "name": "Light Tunic or Jacket (torso, arms)", "sort": 0, "type": "armor", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 11, "price": 20, "equippable": false, "equipStatus": 3, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "bonusDamageDie": 6, "bonusDamageDice": 1, "category": "Armor", "grants": [], "grantOn": 1, "minStr": "d6", "armor": 2, "toughness": 0, "isNaturalArmor": false, "isHeavyArmor": false, "locations": { "head": false, "torso": true, "arms": true, "legs": false }, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169076126, "modifiedTime": 1690169076126, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "Ns7qgY0MgxBwXHTY", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_m5n2ph3hu3g", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Ranged Weapons Ammunition" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.ZyToF5s7UgvCpEVX" } }, "folder": null, "img": "icons/weapons/ammunition/arrows-bodkin-yellow-red.webp", "name": "Bolts", "sort": 0, "type": "gear", "system": { "description": "Bolts for all types of crossbows. A \"case\" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nNotes: A Size 3 or smaller victim hit by this small sack of sticky materials is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Distracted} for five rounds and must make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll or be stuck to the ground (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Entangled}) as well.
\nA fine, unadorned silver ring
", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 0, "price": 15, "equippable": false, "equipStatus": 1, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "category": "", "grants": [], "grantOn": 1, "isAmmo": false, "source": "" }, "effects": [], "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "core": { "sourceId": "Compendium.mb-pfsw-kingmaker.kingmaker-items.Item.BmH39gNVdIpiUWza" }, "swade": { "hasGranted": [] } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690175050165, "modifiedTime": 1690175206466, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" }, "_id": "zidFZxCK7Jntqf4z", "sort": 0 } ], "effects": [], "flags": { "item-piles": {} }, "name": null, "type": null, "img": null, "ownership": null }, "_id": "p4MGgAQH1txWwDEW", "effects": [], "hidden": true }, { "name": "East Hall Corpses", "displayName": 40, "actorLink": false, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": -1, "displayBars": 20, "bar1": { "attribute": "bennies" }, "bar2": { "attribute": "powerPoints.general" }, "flags": { "tagger": { "tags": "" }, "item-piles": { "data": { "enabled": true, "type": "pile", "shareCurrenciesEnabled": false, "splitAllEnabled": false }, "version": "2.7.8" } }, "light": { "alpha": 0.25, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "speed": 5, "intensity": 5, "type": null, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "attenuation": 0.5, "color": null }, "texture": { "src": "modules/swpf-bestiary/assets/art/tokens/town_city_guard_token.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "sight": { "angle": 360, "enabled": false, "range": 0, "brightness": 1, "visionMode": "basic", "attenuation": 0.1, "saturation": 0, "contrast": 0, "color": null }, "appendNumber": true, "prependAdjective": false, "detectionModes": [], "actorId": "bnRO4d9Ja4VhJw1S", "x": 5900, "y": 0, "hidden": false, "delta": { "_id": "iBRLJFBAUGI22yCD", "name": "East Hall Corpses", "system": {}, "items": [ { "_id": "5FIpAAO2xIW22Aqw", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_r40vnkqn4k", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.lYVy1FejTixnTj16" } }, "folder": null, "img": "icons/weapons/swords/sword-guard-bronze.webp", "name": "Sword, Long", "sort": 0, "type": "weapon", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 6, "weight": 4, "price": 15, "equippable": false, "equipStatus": 4, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": { "max": null, "value": null }, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "Fighting", "traitMod": "" }, "bonusDamageDie": 6, "bonusDamageDice": 1, "favorite": false, "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false }, "category": "Melee Weapons", "grants": [], "grantOn": 1, "damage": "@str+d8", "range": "", "rof": 1, "ap": 0, "parry": 0, "minStr": "d8", "shots": 0, "currentShots": 0, "ammo": "", "reloadType": "none", "ppReloadCost": 2, "trademark": 0, "isHeavyWeapon": false, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690168989799, "modifiedTime": 1690316743090, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "HKUqGuZ10X9PiGuQ", "_tombstone": true, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690168998117, "modifiedTime": 1690168998117, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "GSO0aVkAKc0oPTRy", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_r40vnkqn4k", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.8qQhrWuk4DlxNO7s" } }, "folder": null, "img": "icons/weapons/daggers/dagger-curved-blue.webp", "name": "Dagger/Knife", "sort": 0, "type": "weapon", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 9, "weight": 1, "price": 2, "equippable": false, "equipStatus": 4, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": { "max": null, "value": null }, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": { "i0p2yyq13q87vlpp": { "name": "Athletics", "type": "trait", "isHeavyWeapon": false } }, "trait": "Fighting", "traitMod": "" }, "bonusDamageDie": 6, "bonusDamageDice": 1, "favorite": false, "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false }, "category": "Melee Weapons", "grants": [], "grantOn": 1, "damage": "@str+d4", "range": "", "rof": 1, "ap": 0, "parry": 0, "minStr": "d4", "shots": 0, "currentShots": 0, "ammo": "", "reloadType": "none", "ppReloadCost": 2, "trademark": 0, "isHeavyWeapon": false, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169009094, "modifiedTime": 1690316743090, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "1fED7V8Jz2DF5QuB", "_tombstone": true, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169024829, "modifiedTime": 1690169024829, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "mSUW3yGJkSZTTU1i", "_tombstone": true, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169033126, "modifiedTime": 1690169033126, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "YBpgCWw3XGIFcZGA", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_skcm57f2o5", "path": "Gear#/CF_SEP/Armor" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.ueRifGjgTokWBsCb" } }, "folder": null, "img": "icons/equipment/chest/vest-leather-brown.webp", "name": "Light Tunic or Jacket (torso, arms)", "sort": 0, "type": "armor", "system": { "description": "", "notes": "", "additionalStats": {}, "quantity": 9, "weight": 11, "price": 20, "equippable": false, "equipStatus": 3, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "bonusDamageDie": 6, "bonusDamageDice": 1, "category": "Armor", "grants": [], "grantOn": 1, "minStr": "d6", "armor": 2, "toughness": 0, "isNaturalArmor": false, "isHeavyArmor": false, "locations": { "head": false, "torso": true, "arms": true, "legs": false }, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.5", "coreVersion": "11.306", "createdTime": 1690169076126, "modifiedTime": 1690316743090, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "Ns7qgY0MgxBwXHTY", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_m5n2ph3hu3g", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Ranged Weapons Ammunition" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.ZyToF5s7UgvCpEVX" } }, "folder": null, "img": "icons/weapons/ammunition/arrows-bodkin-yellow-red.webp", "name": "Bolts", "sort": 0, "type": "gear", "system": { "description": "Bolts for all types of crossbows. A \"case\" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nNotes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. Hand-drawn.
\nNotes: A sticky, flammable liquid that ignites on impact. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Heavy Weapon}. Those within the template take 2d4 damage when hit and 2d4–2 damage at the start of their next turn unless dowsed with water. Target might catch Fire.
\nThis is a small bronze key. It was found under a statue in Lady Jamandi's water garden.
", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 0, "price": 0, "equippable": false, "equipStatus": 1, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "dmgMod": "", "additional": {}, "trait": "", "traitMod": "" }, "favorite": false, "category": "", "grants": [], "grantOn": 1, "isAmmo": false, "source": "" }, "effects": [], "folder": null, "sort": 0, "ownership": { "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "flags": { "archon": { "source": { "name": "Key to Aldori Secondary Treasury", "type": "gear", "img": "icons/sundries/misc/key-brass.webp", "system": { "description": "This is a small bronze key. It is an emergency copy of the key to Lady Jamandi's secondary treasury.
", "notes": "", "additionalStats": {}, "quantity": 1, "weight": 0, "price": 0, "equippable": false, "equipStatus": 1, "isArcaneDevice": false, "arcaneSkillDie": { "sides": 4, "modifier": 0 }, "powerPoints": {}, "isVehicular": false, "mods": 1, "actions": { "skill": "", "skillMod": "", "dmgMod": "", "additional": {} }, "favorite": false, "category": "", "grants": [], "grantOn": 1, "isAmmo": false, "source": "" }, "effects": [], "flags": {} }, "uuid": "Item.NF8QfZrJy75EocA3" }, "core": { "sourceId": "Item.l0pI5gK7bnngOWyM" }, "swade": { "hasGranted": [] } }, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.306", "createdTime": 1690259724309, "modifiedTime": 1690418805579, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "7ToR99bDbQZeqtAC", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_f2qw5uht4h", "path": "Magic Items#/CF_SEP/Potions" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.8fGVcd8b1rP0jZxU" }, "swade": { "hasGranted": [] } }, "folder": null, "img": "icons/consumables/potions/bottle-conical-corked-labeled-shell-cyan.webp", "name": "Potion of Minor Protection", "sort": 0, "type": "consumable", "system": { "description": "See power: @Compendium[swpf-core-rules.swpf-powers.Protection]{Protection}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Environmental Protection]{Environmental Protection} with Environmental Resistance (Fire)
Potions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
An individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
A potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
Craft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
See power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nTotal Quality: 1
Total Enchantment Cost: 3000
+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nTotal Quality: 1
Total Enchantment Cost: 4000
+1 AP. Masterwork melee and ranged weapons add 300 gp to the cost.
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nNotes: One batch covers a Small Blast Template, two a Medium, and three a Large. Counts as Difficult Ground; anyone moving through the area must make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll or be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} causes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} to the feet (–2 Pace until healed).
\nFound in the personal effects of one of Lady Jamandi's servants, this is a silver chain supporting a heart shaped charm.
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"actorLink": false, "appendNumber": true, "prependAdjective": false, "texture": { "src": "modules/mb-assets/assets/tiles/storage/Backpack_Brown_A1_1x1.webp", "scaleX": 1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": null }, "width": 1, "height": 1, "lockRotation": true, "rotation": 0, "alpha": 1, "disposition": 1, "displayBars": 20, "bar1": { "attribute": null }, "bar2": { "attribute": "powerPoints.general" }, "light": { "alpha": 0.5, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "attenuation": 0.5, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "type": null, "speed": 5, "intensity": 5, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "color": null }, "sight": { "enabled": false, "range": 0, "angle": 360, "visionMode": "basic", "color": null, "attenuation": 0.1, "brightness": 0, "saturation": 0, "contrast": 0 }, "detectionModes": [], "flags": { "tagger": { "tags": "" }, "item-piles": { "data": { "enabled": true, "type": 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"bar2": { "attribute": "powerPoints.general" }, "flags": { "tagger": { "tags": [ "Reset_Hide", "Phase1_Show" ] } }, "light": { "alpha": 0.25, "angle": 360, "bright": 0, "coloration": 1, "dim": 0, "luminosity": 0.5, "saturation": 0, "contrast": 0, "shadows": 0, "animation": { "speed": 5, "intensity": 5, "type": null, "reverse": false }, "darkness": { "min": 0, "max": 1 }, "attenuation": 0.5, "color": null }, "texture": { "src": "modules/swpf-bestiary/assets/art/tokens/town_city_guard_token.webp", "scaleX": -1, "scaleY": 1, "offsetX": 0, "offsetY": 0, "rotation": 0, "tint": "#cac0fe" }, "sight": { "angle": 360, "enabled": false, "range": 0, "brightness": 1, "visionMode": "basic", "attenuation": 0.1, "saturation": 0, "contrast": 0, "color": null }, "appendNumber": true, "prependAdjective": false, "detectionModes": [], "actorId": "Oy5GQIGOuRG72pUq", "x": 4000, "y": 1800, "hidden": true, "_id": "n66ESDZL8UTwkN6O", "delta": { "_id": "BBcObRztioonlCKF", "system": {}, "items": [], "effects": 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"type": "trait", "isHeavyWeapon": false } }, "trait": "Fighting", "traitMod": "" }, "bonusDamageDie": 6, "bonusDamageDice": 1, "favorite": false, "templates": { "cone": false, "stream": false, "small": false, "medium": false, "large": false }, "category": "Melee Weapons", "grants": [], "grantOn": 1, "damage": "@str+d4", "range": "", "rof": 1, "ap": 0, "parry": 0, "minStr": "d4", "shots": 0, "currentShots": 0, "ammo": "", "reloadType": "none", "ppReloadCost": 2, "trademark": 0, "isHeavyWeapon": false, "source": "swpf-core-rules" }, "ownership": { "7ntJSLixH2Phv2jV": 3, "default": 0, "Aqnn9hCDQPbyTWiq": 3 }, "_stats": { "systemId": "swade", "systemVersion": "3.0.6", "coreVersion": "11.306", "createdTime": 1691212630693, "modifiedTime": 1691212825846, "lastModifiedBy": "Aqnn9hCDQPbyTWiq" } }, { "_id": "a95zty1knOYM6BkC", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_r40vnkqn4k", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons" }, "core": { "sourceId": 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"bBgyTsF9NxlWvepu", "effects": [], "flags": { "cf": { "color": "#000000", "id": "temp_r40vnkqn4k", "path": "Gear#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons" }, "core": { "sourceId": "Compendium.swpf-core-rules.swpf-equipment.Item.UifZwOvVsInfJFdq" }, "swade": { "hasGranted": [] } }, "folder": null, "img": "icons/weapons/polearms/glaive-hooked-steel.webp", "name": "Glaive", "sort": 0, "type": "weapon", "system": { "description": "Notes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. Hand-drawn.
\nBolts for all types of crossbows. A \"case\" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
\nThis long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, deal an additional +4 damage on your next damage roll.
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A \"case\" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nNotes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. Hand-drawn.
\nBolts for all types of crossbows. A \"case\" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
\nSee power: @Compendium[swpf-core-rules.swpf-powers.Healing]{Healing}
\nPotions are alchemical concoctions enchanted with arcane energies. Drinking the potion (an action) activates the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power} contained within immediately. Each potion can only contain one power, and each potion contains only one dose.
\nAn individual can only benefit from one potion per round. If given more than one, roll randomly to see which one takes effect—all others are wasted.
\nA potion can be administered to an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} or unconscious person (as an action).
\nCraft: The crafting cost of a minor potion is equal to its @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{power’s} Rank × the number of @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points} it uses; then multiply that total by 25 gp. A major potion doubles the final result (For example, a potion of minor healing without any modifiers is Novice (1) × 3 power point × 25 gp = 75 gp). A potion's market price is double their cost to craft
\nNotes: @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02gear0000000000]{Reload} 1. Hand-drawn.
\n